gaming machines
The gaming machine's innovative reel unit and control board design ensures smooth gameplay and error resilience, enabling enhanced gaming experiences with special game states and predictive features.
Patent Information
- Application Number
- JP2025086086
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-05-23
- Publication Date
- 2026-01-28
- Estimated Expiration
- 2044-09-11
AI Technical Summary
There is a demand for gaming machines that allow players to play games smoothly without interruptions due to abnormalities or errors, and provide enhanced gaming experiences through special game states and predictive features.
The gaming machine incorporates a reel unit with specific design features such as a reel frame, reel tape, and backlight housing, along with a control board that includes conductive and non-conductive areas, to ensure smooth gameplay and error resilience, while allowing for special game states and predictive gameplay elements.
The solution enables a gaming machine that can smoothly progress games, handle errors, and provide enhanced gameplay experiences, including special game states and predictive features, thereby improving player engagement.
Smart Images

Figure 0007807712000001_ABST
Abstract
Description
[Technical Field]
[0001] Regarding amusement machines. [Background technology]
[0002] In a slot machine, a game begins when a predetermined number of medals are inserted and a start lever (start signal) is operated, causing multiple rows of reels with multiple symbols arranged around the periphery to spin. When a stop button is pressed to stop the spinning of the reels, if a predetermined symbol combination (e.g., a winning combination such as "777") is lined up on a pay line, the machine typically transitions to a special game state (a game state in which the probability of winning a small prize or the like is higher than normal) that is more profitable for the player than the normal game state. In slot machines, special images or the like to enhance the game's fun may be displayed on a display such as an LCD in synchronization with the spinning and stopping of the reels. Many slot machines are configured so that when the stop button is pressed, the player can predict the outcome of the game by comparing the symbols displayed on the reels with the special images or the like displayed on the display. In addition, many gaming machines are configured so that if any abnormality occurs in the machine, an error may occur that will stop the game from progressing. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2007-330819 [Patent Document 2] Japanese Patent Publication No. 2012-011112 [Patent Document 3] Japanese Patent Application Publication No. 2019-55102 [Patent Document 4] Japanese Patent Publication No. 2016-026055 [Overview of the Initiative] [Problem to be solved by the invention]
[0004] There is a demand for a gaming machine that allows players to play games smoothly. [Means for solving the problem]
[0005] It has a first control board, The reel unit comprises a reel frame, a reel tape attached to the reel frame, and a backlight housing. Having a predetermined molded product which is plated in at least part of it, The aforementioned reel frame is The first guard portion to which the reel tape is attached, It has a second guard portion to which the reel tape is attached, The distance A between the top of the backlight housing and a predetermined position on the reel tape is the shortest distance between the top of the backlight housing and the reel tape, and the distance A is longer than the thickness of the game token. The diameter of the screw head of a predetermined screw used in the reel unit is longer than the distance A. The predetermined position of the reel tape can be pressed by a force within the range of elastic deformation of at least one of the reel tape and the reel frame, such that the distance between the top of the back lamp housing and the predetermined position of the reel tape becomes longer than the diameter of the screw head of the predetermined screw, on the side opposite the back lamp housing. The aforementioned predetermined molded product has a first recess into which a specific screw is attached, The aforementioned specific screw has a screw head and a threaded portion, The first recess has a plated portion and an unplated portion. The longitudinal length of the particular screw is longer than the distance between the entrance of the first recess and the position of the unplated portion closest to the entrance of the first recess. The mounting surface of the first control board has a mounting surface conductive area that conducts electricity when the gaming machine is powered on, and a mounting surface non-conductive area that does not conduct electricity even when the gaming machine is powered on, The non-mounting surface of the first control board has a non-mounting surface conductive area that conducts electricity when the gaming machine is powered on, and a non-mounting surface non-conductive area that does not conduct electricity even when the gaming machine is powered on, the non-conductive area of the mounting surface has a predetermined pattern line that is not connected to the electronic components on the mounting surface of the first control board, The non-conductive region on the non-mounted surface has specific pattern lines that are not connected to the electronic components on the mounting surface of the first control board. A gaming machine characterized by: [Effects of the Invention]
[0006] According to the gaming machine according to this aspect, an effect is achieved in that a gaming machine that can smoothly progress the game can be provided.
Brief Description of the Drawings
[0007] [Figure 1] FIG. 1 is a perspective view of a rotary gaming machine according to the first embodiment. [Figure 2] FIG. 2 is a perspective view of the rotary gaming machine according to the first embodiment with the door open. [Figure 3] FIG. 3 is a perspective view inside the medal insertion slot of the rotary gaming machine according to the first embodiment. [Figure 4] FIG. 4 is a front view and a top view of the medal payout device of the rotary gaming machine according to the first embodiment. [Figure 5] FIG. 5 is a list of basic specifications of the rotary gaming machine according to the first embodiment. [Figure 6] FIG. 6 is a list of reel arrangements of the rotary gaming machine according to the first embodiment. [Figure 7] FIG. 7 is a list of symbol combinations 1 of the rotary gaming machine according to the first embodiment. [Figure 8] FIG. 8 is a list of symbol combinations 2 of the rotary gaming machine according to the first embodiment. [Figure 9] FIG. 9 is a list of symbol combinations 3 of the rotary gaming machine according to the first embodiment. [Figure 10] FIG. 10 is a list of condition devices of the rotary gaming machine according to the first embodiment. [Figure 11] FIG. 11 is a list of minor winning combinations, replay winning combinations, and bonus appearance rates of the rotary gaming machine according to the first embodiment. [Figure 12] FIG. 12 is an overall electrical configuration diagram of the rotary gaming machine according to the first embodiment. [Figure 13] FIG. 13 is a main flowchart on the main control board side of the rotary gaming machine according to the first embodiment. [Figure 14]FIG. 14 is a flowchart of the setting change device control process on the main control board side in the slot machine according to the first embodiment. [Figure 15] FIG. 15 is a flowchart of the irrecoverable error processing on the main control board side in the slot machine according to the first embodiment. [Figure 16] FIG. 16 is a flowchart of the game progress control process (first page) on the main control board side in the slot machine according to the first embodiment. [Figure 17] FIG. 17 is a flowchart of the game progress control process (second page) on the main control board side in the slot machine according to the first embodiment. [Figure 18] FIG. 18 is a flowchart of the game progress control process (third page) on the main control board side in the slot machine according to the first embodiment. [Figure 19] FIG. 19 is a flowchart of an internal lottery execution process on the main control board side in the slot machine according to the first embodiment. [Figure 20] FIG. 20 is a flowchart of the process of adding the number of games on the main control board side in the slot machine according to the first embodiment. [Figure 21] FIG. 21 is a flowchart of the AT state transition control process (first page) on the main control board side in the slot machine according to the first embodiment. [Figure 22] FIG. 22 is a flowchart of the AT state transition control process (second page) on the main control board side in the slot machine according to the first embodiment. [Figure 23] FIG. 23 is a flowchart of the AT state transition control process (third page) on the main control board side in the slot machine according to the first embodiment. [Figure 24] FIG. 24 is a flowchart of the condition device number management process on the main control board side in the slot machine according to the first embodiment. [Figure 25] FIG. 25 is a flowchart of the reel rotation start preparation process on the main control board side in the slot machine according to the first embodiment. [Figure 26]FIG. 26 is a flowchart of the remaining game number management process on the main control board side in the slot machine according to the first embodiment. [Figure 27] FIG. 27 is a flowchart of the RT state transition control process on the main control board side in the slot machine according to the first embodiment. [Figure 28] FIG. 28 is an RT state transition diagram in the slot machine according to the first embodiment. [Figure 29] FIG. 29 is a flowchart of the AT state start control process on the main control board side in the slot machine according to the first embodiment. [Figure 30] FIG. 30 is an AT state transition diagram in the slot machine according to the first embodiment. [Figure 31] FIG. 31 is a flowchart of the game zone transition control process on the main control board side in the slot machine according to the first embodiment. [Figure 32] FIG. 32 is a flowchart of timer interrupt processing on the main control board side in the slot machine according to the first embodiment. [Figure 33] FIG. 33 is a flowchart of the reel drive control process on the main control board side in the reel gaming machine according to the first embodiment. [Figure 34] FIG. 34 is a flowchart of the reel drive control process on the main control board side in the reel gaming machine according to the first embodiment. [Figure 35] FIG. 35 is an image diagram showing the rotational movement of the reels in the slot machine according to the first embodiment. [Figure 36] FIG. 36 is a flowchart of the process at the time of power-off on the main control board side in the slot machine according to the first embodiment. [Figure 37] FIG. 37 is an image diagram showing the push order display in the slot machine according to this example. [Figure 38] FIG. 38 is a flowchart of the sub-side program start process on the sub-control board side in the slot machine according to the first embodiment. [Figure 39]FIG. 39 is a flowchart of the sub-main loop process on the sub-control board side in the slot machine according to the first embodiment. [Figure 40] FIG. 40 is a flowchart of the process performed on the sub-control board side when the sub-side power supply is turned off in the slot machine according to the first embodiment. [Figure 41] FIG. 41 is a flowchart of one command process on the sub-control board side in the slot machine according to the first embodiment. [Figure 42] FIG. 42 is a flowchart of the process of determining the effects related to the start lever operation on the sub-control board side in the slot machine according to the first embodiment. [Figure 43] FIG. 43 is a flowchart of the battle effect execution decision process on the sub-control board side in the slot machine according to the first embodiment. [Figure 44] FIG. 44 is an example of a stay stage determination table on the sub-control board side in the slot machine according to the first embodiment. [Figure 45] FIG. 45 is a flowchart of the AT performance determination process on the sub-control board side in the slot machine according to the first embodiment. [Figure 46] FIG. 46 is a flowchart of the revival possibility effect determination process on the sub-control board side in the slot machine according to the first embodiment. [Figure 47] FIG. 47 is a flowchart of the process performed on the sub-control board when the start lever is operated in the slot machine according to the first embodiment. [Figure 48] FIG. 48 is a flowchart of the processing during AT when the start lever is operated on the sub-control board side in the slot machine according to the first embodiment. [Figure 49] FIG. 49 is a flowchart of specialized premonition processing at the time of start lever operation on the sub-control board side in the slot machine according to the first embodiment. [Figure 50] FIG. 50 is a flowchart of the processing for specializing the addition of bonuses when the start lever is operated on the sub-control board side in the slot machine according to the first embodiment. [Figure 51]FIG. 51 is a flowchart of the advantageous BB internal processing on the sub-control board side when the start lever is operated in the slot machine according to the first embodiment. [Figure 52] FIG. 52 is a flowchart of the process performed on the sub-control board side when a first drum stop is accepted in the slot machine according to the first embodiment. [Figure 53] FIG. 53 is a flowchart of the process performed on the sub-control board side when a second drum stop is accepted in the slot machine according to the first embodiment. [Figure 54] FIG. 54 is a flowchart of the process of determining the effects related to the third drum stop on the sub-control board side in the slot machine according to the first embodiment. [Figure 55] FIG. 55 is a flowchart of the process at the time of accepting the third drum stop on the sub-control board side in the slot machine according to the first embodiment. [Figure 56] FIG. 56 is a flowchart of the game progress control process on the main control board side in the slot machine according to the second embodiment. [Figure 57] FIG. 57 is a flowchart of the game end monitoring process on the main control board side in the slot machine according to the second embodiment. [Figure 58] FIG. 58 is a flowchart of the MY counter monitoring process on the main control board side in the slot machine according to the second embodiment. [Figure 59] FIG. 59 is a diagram relating to the MY counter and the difference number counter in the slot machine according to the second embodiment. [Figure 60] FIG. 60 is a diagram showing a state of advance notification of a game ending in the slot machine according to the second embodiment. [Figure 61] FIG. 61 is FIG. 1 relating to a case where the upper limit of the difference number is exceeded during a bonus in the slot machine according to the second embodiment. [Figure 62] FIG. 62 is FIG. 2 relating to a case where the upper limit of the difference number is exceeded during a bonus in the slot machine according to the second embodiment. [Figure 63]FIG. 63 is FIG. 3 relating to a case where the upper limit of the difference number is exceeded during a bonus in the slot machine according to the second embodiment. [Figure 64] FIG. 64 is an action diagram 1 relating to a game in which a small winning combination is won in the slot machine according to the second embodiment. [Figure 65] FIG. 65 is an action diagram 2 relating to a game in which a small winning combination is won in the slot machine according to the second embodiment. [Figure 66] Figure 66 is an illustration of what happens when a power outage occurs during play in the AT state in the slot machine according to the second embodiment. [Figure 67] FIG. 67 is an image diagram 1 relating to an empty medal error in the slot machine according to the second embodiment. [Figure 68] FIG. 68 is an image diagram 2 relating to an empty medal error in the slot machine according to the second embodiment. [Figure 69] FIG. 69 is a diagram showing Example 1 of the effects in the slot machine according to the first and second embodiments, and is an image diagram showing a command effect that is completed in one game in a normal state. [Figure 70] FIG. 70 is a diagram showing Example 2 of the presentation in the slot machine according to the first and second embodiments, and is an image diagram showing a command presentation for executing a premium display that is completed in one game in the normal state. [Figure 71] FIG. 71 is a diagram showing Example 3 of the effects in the slot machine according to the first and second embodiments, and is an image diagram showing a command effect that is completed over a plurality of games in the normal state. [Figure 72] FIG. 72 is a diagram showing Example 3 of the effects in the slot machine according to the first and second embodiments, and is an image diagram showing a command effect with a chance-up pattern that is completed in a plurality of games in the normal state. [Figure 73] FIG. 73 is a diagram showing Example 4 of the presentation in the slot machine according to the first and second embodiments, and is an image diagram showing the start presentation display and end presentation display of a predetermined presentation in the AT state. [Figure 74]FIG. 74 is a diagram showing a fifth example of effects in the slot machine according to the first and second embodiments, and is an image diagram showing a result effect display in a continuous effect. [Figure 75] FIG. 75 is a front view showing the medal selector, the Type 1 coin shooter, the chute main body, and the hopper in the slot machine according to the first and second embodiments. [Figure 76] FIG. 76 is a front view showing the medal selector, the type 1 coin shooter, and the shoot main body in the slot machine according to the first and second embodiments. [Figure 77] FIG. 77 is a plan view showing the medal selector, the type 1 coin shooter, and the shoot main body in the slot machine according to the first and second embodiments. [Figure 78] FIG. 78 is a diagram showing a chute main body of a first modified example of the slot machine according to the first and second embodiments. [Figure 79] FIG. 79 is a diagram showing a chute main body of a second modified example in the slot machine according to the first and second embodiments. [Figure 80] FIG. 80 is a front view showing the medal selector, the type 2 coin shooter, the chute main body, and the hopper in the slot machine according to the first and second embodiments. [Figure 81] FIG. 81 is a front view showing the medal selector, the type 2 coin shooter, and the shoot main body in the slot machine according to the first and second embodiments. [Figure 82] FIG. 82 is a plan view showing the medal selector, the type 2 coin shooter, and the shoot main body in the slot machine according to the first and second embodiments. [Figure 83] FIG. 83 is a flowchart of the game progress control process (second page) on the main control board side in the slot machine according to the third embodiment. [Figure 84] FIG. 84 is a flowchart of the game progress control process (third page) on the main control board side in the slot machine according to the third embodiment. [Figure 85]FIG. 85 is a diagram relating to the display of the payout number display device in the slot machine according to the third embodiment. [Figure 86] FIG. 86 is an image diagram of the payout number display device when the replay is stopped and displayed in the slot machine according to the third embodiment. [Figure 87] FIG. 87 is an image diagram of the payout number display device when the game stops in the slot machine according to the third embodiment. [Figure 88] FIG. 88 is an image diagram of the payout number display device when an inserted medal backflow error occurs in the slot machine according to the third embodiment. [Figure 89] FIG. 89 is an image diagram of the payout number display device in the event of a power outage in the slot machine according to the third embodiment. [Figure 90] FIG. 90 is an image diagram of the payout number display device in the case where a power outage occurs during a bonus in the slot machine according to the third embodiment. [Figure 91] FIG. 91 is a diagram showing the display on the lower panel of the slot machine according to the third embodiment. [Figure 92] FIG. 92 is a diagram showing a notification mode of a notification regarding a game ending that can be applied to the slot machine according to the third embodiment. [Figure 93] FIG. 93 is a flowchart of the game progress control process on the main control board side in a slot machine that can be applied to this example. [Figure 94] Figure 94 is a flowchart of the AT state transition control processing on the main control board side in a slot machine that can be applied to this example. [Figure 95] Figure 95 is a flowchart of the game zone transition control process on the main control board side in a slot machine type gaming machine applicable to this example. [Figure 96] Figure 96 is an image diagram 1 showing the AT state in a slot machine that can be used in this example. [Figure 97] Figure 97 is an image diagram showing the display of the number of coins won in a slot machine that can be used in this example. [Figure 98]Figure 98 is an image diagram 2 showing the AT state in a slot machine applicable to this example. [Figure 99] Figure 99 is an image diagram 3 showing the AT state in a slot machine that can be used in this example. [Figure 100] Figure 100 is a flowchart of the game zone transition control process on the main control board side in a slot machine that can be applied to this example. [Figure 101] Figure 101 is a flowchart of the process of adding the number of games on the main control board side in a slot machine that can be used in this example. [Figure 102] Figure 102 is an image diagram 4 showing the AT state in a slot machine that can be used in this example. [Figure 103] Figure 103 is an image diagram of the added-on specialized state in a slot machine that can be applied to this example. [Figure 104] Figure 104 is an image diagram of the AT end screen in a slot machine that can be applied to this example. [Figure 105] Figure 105 is an image diagram 1 showing the maximum expected value of the profit that can be awarded to a player at one opportunity in a slot machine that can be applied to this example. [Figure 106] FIG. 106 is an image diagram 2 showing the maximum expected value of the profit that can be awarded to a player at one opportunity in a slot machine applicable to this example. [Figure 107] FIG. 107 is an image diagram 3 showing the maximum expected value of the profit that can be awarded to a player at one opportunity in a slot machine that can be applied to this example. [Figure 108] FIG. 108 is an image diagram 4 showing the maximum expected value of the profit that can be awarded to a player at one opportunity in a slot machine that can be applied to this example. [Figure 109] FIG. 109 is an image diagram 5 showing the maximum expected value of the profit that can be awarded to a player at one opportunity in a slot machine applicable to this example. [Figure 110] FIG. 110 is an image diagram 6 showing the maximum expected value of the profit that can be awarded to a player at one opportunity in a slot machine applicable to this example. [Figure 111] FIG. 111 is a list of basic specifications of the slot machine according to the fourth embodiment. [Figure 112] FIG. 112 is a list of reel arrangements for the slot machine according to the fourth embodiment. [Figure 113] FIG. 113 is a list of bonuses for the slot machine according to the fourth embodiment. [Figure 114] FIG. 114 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Figure 115] FIG. 115 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Figure 116] FIG. 116 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Figure 117] FIG. 117 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Figure 118] FIG. 118 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Figure 119] FIG. 119 is a list of condition devices in the slot machine according to the fourth embodiment. [Figure 120] FIG. 120 is a list of condition devices in the slot machine according to the fourth embodiment. [Figure 121] FIG. 121 is an RT state transition diagram in the slot machine according to the fourth embodiment. [Figure 122] FIG. 122 is an RT state transition diagram in the slot machine according to the fourth embodiment. [Figure 123] FIG. 123 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 124] FIG. 124 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 125] FIG. 125 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 126] FIG. 126 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 127] FIG. 127 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 128] FIG. 128 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 129] FIG. 129 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 130] FIG. 130 is a list showing the lottery probabilities for a loss, a small win, a replay win, and a bonus in the slot machine according to the fourth embodiment. [Figure 131] FIG. 131 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 132] FIG. 132 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 133] FIG. 133 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 134] FIG. 134 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 135] FIG. 135 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 136] Figure 136 is a diagram showing the stop control of push order minor winnings in the slot machine of the fourth embodiment. [Figure 137] FIG. 137 is a diagram showing a game flow diagram for explaining the flow of a game in the slot machine according to the fourth embodiment. [Figure 138] Figure 138 is an illustration showing the behavior of the reels when the push order minor wins during the AT state and bonus. [Figure 139] Figure 139 is an illustration showing the behavior of the reels when the push order minor wins during the AT state and bonus. [Figure 140] Figure 140 is an image showing the behavior of the reels when the push order minor wins during the AT state and bonus. [Figure 141] Figure 141 is an illustration showing the behavior of the reels when the push order minor wins during the AT state and bonus. [Figure 142] FIG. 142 is a diagram 1 relating to lighting of the bet lamp, which is applicable to the gaming machine according to the present specification. [Figure 143] FIG. 143 is a diagram 2 relating to lighting of the bet lamp, which is applicable to the gaming machine according to the present specification. [Figure 144] FIG. 144 is a diagram 3 relating to lighting of the bet lamp, which is applicable to the gaming machine according to the present specification. [Figure 145] FIG. 145 is a diagram relating to an increase in the number of credits, which is applicable to the gaming machine according to the present specification. [Figure 146] FIG. 146 is a diagram 1 of a lamp provided on a front door that can be applied to the gaming machine according to this specification. [Figure 147] FIG. 147 is FIG. 2 of a lamp provided on a front door that can be applied to the gaming machine according to this specification. [Figure 148] FIG. 148 is a diagram 1 relating to a reel stopping operation that can be applied to the gaming machine according to this specification. [Figure 149] FIG. 149 is FIG. 2 relating to a reel stopping operation that can be applied to the gaming machine according to this specification. [Figure 150] FIG. 150 is a perspective view of a gaming machine applicable to the gaming machine according to the present specification, with the door open. [Figure 151] FIG. 151 is a diagram showing a motor drive board that can be applied to the gaming machine according to this specification. [Figure 152] FIG. 152 is a diagram of a harness applicable to the gaming machine according to this specification. [Figure 153] FIG. 153 is a diagram showing a medal selector and a chute main body that can be applied to the gaming machine according to this specification. [Figure 154] FIG. 154 is a diagram showing an insertion acceptance sensor applicable to the gaming machine according to this specification. [Figure 155] FIG. 155 is a partial perspective view of a gaming machine applicable to the gaming machine according to this specification, with the door open. [Figure 156] FIG. 156 is a plan view of a gaming machine applicable to the gaming machine according to this specification, with the door open. [Figure 157] FIG. 157 is an image diagram showing various cross-sectional shapes of the cord portion of the power cord DK that can be applied to the gaming machine according to this specification. [Figure 158] FIG. 158 is a plan view of a gaming machine applicable to the gaming machine according to this specification, with the door closed. [Figure 159] FIG. 159 is a plan view of a gaming machine applicable to the gaming machine according to this specification, with the door open. [Figure 160] FIG. 160 is an image diagram showing the inclined portion of the cabinet body that can be applied to the gaming machine according to this specification. [Figure 161] FIG. 161 is an image diagram showing the relationship between the length LHN of the portion between the clamps in the harness and the length LHT of the hook tube. [Figure 162] Figure 162 is an image diagram showing the types of clamps that can be applied to the gaming machine according to this specification. [Figure 163] Figure 163 is an image diagram showing a power outage information screen and a demo screen that can be applied to the gaming machine according to this specification. [Figure 164] FIG. 164 is a perspective view showing a reel unit applicable to the gaming machine according to this specification. [Figure 165] FIG. 165 is a side view showing a reel and a reel back lamp applicable to the gaming machine according to the present specification. [Figure 166]FIG. 166 is a front view showing the inside of a reel that can be applied to the gaming machine according to the present specification. [Figure 167] Figure 167 is an image diagram of a printing method that can be applied to the gaming machine described in this specification. [Figure 168] Figure 168 is an image diagram of printing on a reel tape that can be applied to the gaming machine according to this specification. [Figure 169] Figure 169 is an image diagram of a relief area in a reel tape that can be applied to the gaming machine according to this specification. [Figure 170] Figure 170 is an image diagram of a reel back lamp and a reel tape that can be applied to the gaming machine according to this specification. [Figure 171] FIG. 171 is an image diagram of a reel back lamp and a first guard portion that can be applied to the gaming machine according to this specification. [Figure 172] FIG. 172 is a functional block diagram of a medal-less reel-type gaming machine according to the fifth embodiment. [Figure 173] FIG. 173 shows an example of the connection cable communication content for the medal-less slot machine according to the fifth embodiment. [Figure 174] FIG. 174 is an example of a gaming machine information notification command for the medal-less slot machine according to the fifth embodiment. [Figure 175] FIG. 175 is an example of a counting notification command for the medal-less slot machine according to the fifth embodiment. [Figure 176] FIG. 176 is an example of a lending notification command for the medal-less slot machine according to the fifth embodiment. [Figure 177] FIG. 177 is an example of a loan receipt result response command for the medal-less slot machine according to the fifth embodiment. [Figure 178] FIG. 178 shows a flow of a gaming machine information notification command for a medal-less slot machine according to the fifth embodiment. [Figure 179] FIG. 179 shows a flow of a lending notification command for a medal-less slot machine according to the fifth embodiment. [Figure 180] FIG. 180 shows a flow of a lending notification command for a medal-less slot machine according to the fifth embodiment. [Figure 181] FIG. 181 shows a flow of a lending notification command for a medal-less slot machine according to the fifth embodiment. [Figure 182] FIG. 182 shows a flow of a counting notification command for a medal-less slot machine according to the fifth embodiment. [Figure 183] FIG. 183 shows a flow relating to a rental communication abnormality in the fifth embodiment. [Figure 184] FIG. 184 shows a flow relating to a rental communication abnormality in the fifth embodiment. [Figure 185] FIG. 185 shows a flow relating to a rental communication abnormality in the fifth embodiment. [Figure 186] FIG. 186 is a main flowchart on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 187] FIG. 187 is a main flowchart on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 188] FIG. 188 is a flowchart of the power-off processing on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 189] FIG. 189 is a flowchart of the timer interrupt process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 190] FIG. 190 is a flowchart of the game medal count check process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 191] FIG. 191 is a flowchart of the gaming machine information management process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 192] FIG. 192 is a flowchart of the HC / fraud monitoring information setting process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 193] FIG. 193 is a flowchart of the counting control process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 194] FIG. 194 is a flowchart of the count button check process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 195] FIG. 195 is a flowchart of the lending notification receiving process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 196] FIG. 196 is a flowchart of the communication abnormality check process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 197] FIG. 197 is a flowchart of the lending control process on the payout control board side in the medal-less gaming machine according to the sixth embodiment. [Figure 198] FIG. 198 is a flowchart of the timer interrupt process on the main control board side in the gaming machine according to the seventh embodiment. [Figure 199] FIG. 199 shows a system flow 1 relating to commands sent from the main control board in the gaming machine according to the seventh embodiment. [Figure 200] FIG. 200 shows a flow 2 relating to commands transmitted from the main control board in the gaming machine according to the seventh embodiment. [Figure 201] FIG. 201 is a side view of the reels in the gaming machine according to the eighth embodiment. [Figure 202] FIG. 202 is a front view of a reel unit in the gaming machine according to the eighth embodiment. [Figure 203] FIG. 203 is a cross-sectional view of a reel in the gaming machine according to the eighth embodiment. [Figure 204] FIG. 204 is a diagram relating to the reel motor in the gaming machine according to the eighth embodiment. [Figure 205] FIG. 205 is a diagram showing the main control board in the gaming machine according to the ninth embodiment. [Figure 206]FIG. 206 is a diagram relating to the harness in the gaming machine according to the ninth embodiment. [Figure 207] FIG. 207 is a front view of a pachinko gaming machine according to the tenth embodiment. [Figure 208] Figure 208 is a rear view of the pachinko gaming machine according to the tenth embodiment. [Figure 209] Figure 209 is an oblique view of a prize ball payout unit of a pachinko game machine according to the tenth embodiment. [Figure 210] FIG. 210 is an operational diagram of the prize ball payout unit of the pachinko gaming machine according to the tenth embodiment. [Figure 211] Figure 211 is an overall electrical configuration diagram of a pachinko game machine according to the tenth embodiment. [Figure 212] Figure 212 is a flowchart of the main processing on the main control board side in the pachinko gaming machine according to the tenth embodiment. [Figure 213] Figure 213 is a flowchart of the timer interrupt processing on the main control board side in the pachinko gaming machine according to the 10th embodiment. [Figure 214] Figure 214 is a flowchart of the NMI interrupt processing (when power is cut off) on the main control board side in the pachinko machine according to the tenth embodiment. [Figure 215] Figure 215 is a flowchart of the prize ball payout command transmission control process on the main control board side in the pachinko gaming machine according to the 10th embodiment. [Figure 216] FIG. 216 is a flowchart of the payout control board transmission control process on the main control board side in the pachinko gaming machine according to the tenth embodiment. [Figure 217] Figure 217 is an image diagram of the prize ball payout command and payout-related information on the main control board side in the pachinko game machine according to the 10th embodiment. [Figure 218] Figure 218 is a flowchart of the payout control board reception control processing on the main control board side in the pachinko gaming machine according to the tenth embodiment. [Figure 219]Figure 219 is a flowchart of the process of obtaining a random number for determining the content of an auxiliary game on the main control board side in a pachinko gaming machine according to the tenth embodiment. [Figure 220] Figure 220 is a flowchart of the ball entry detection process on the main control board side in the pachinko gaming machine according to the tenth embodiment. [Figure 221] Figure 221 is a flowchart of the auxiliary game start ball entry detection process on the main control board side in the pachinko game machine according to the 10th embodiment. [Figure 222] Figure 222 is a flowchart of the main game start ball entry detection process on the main control board side in a pachinko game machine according to the 10th embodiment. [Figure 223] FIG. 223 is a flowchart of the process of detecting a ball entering the first (second) big winning slot on the main control board side in the pachinko gaming machine according to the tenth embodiment. [Figure 224] Figure 224 is a flowchart of the general winning slot ball entry detection process on the main control board side in the pachinko game machine according to the 10th embodiment. [Figure 225] Figure 225 is a flowchart of the ejected ball detection process on the main control board side in the pachinko gaming machine according to the tenth embodiment. [Figure 226] Figure 226 is a flowchart of the out-port ball entry detection process on the main control board side in the pachinko game machine according to the 10th embodiment. [Figure 227] Figure 227 is a flowchart of the process for determining the number of prize balls on the main control board side in the pachinko gaming machine according to the 10th embodiment. [Figure 228] Figure 228 is a flowchart of the electric device drive determination process on the main control board side in the pachinko gaming machine according to the 10th embodiment. [Figure 229] Figure 229 is a flowchart of the main game content determination random number acquisition process on the main control board side in a pachinko gaming machine according to the 10th embodiment. [Figure 230] FIG. 230 is a flowchart of the main game symbol display processing on the main control board side in the pachinko gaming machine according to the tenth embodiment. [Figure 231] FIG. 231 is a flowchart of the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to the tenth embodiment. [Figure 232] FIG. 232 is a diagram showing the main game table configuration used in the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to the tenth embodiment. [Figure 233] Figure 233 is a flowchart of the specific game end determination process on the main control board side in the pachinko game machine according to the 10th embodiment. [Figure 234] Figure 234 is a flowchart of the special game control processing on the main control board side in the pachinko game machine according to the tenth embodiment. [Figure 235] Figure 235 is a flowchart of the game status determination process after the special game ends on the main control board side in the pachinko game machine according to the 10th embodiment. [Figure 236] Figure 236 is a flowchart of the special game activation condition determination process on the main control board side in the pachinko gaming machine according to the tenth embodiment. [Figure 237] Figure 237 is a flowchart of the fraud detection information management process on the main control board side in the pachinko gaming machine according to the 10th embodiment. [Figure 238] Figure 238 is a flowchart of error management processing on the main control board side in a pachinko gaming machine according to the 10th embodiment. [Figure 239] Figure 239 is a flowchart of the firing control signal output process on the main control board side in the pachinko gaming machine according to the tenth embodiment. [Figure 240] Figure 240 is a flowchart of the external signal output processing on the main control board side in the pachinko gaming machine according to the tenth embodiment. [Figure 241] FIG. 241 is a rear view of the circulation mechanism on the rear side in the enclosed type gaming machine according to the eleventh embodiment. [Figure 242] Figure 242 is a perspective view of the circulation mechanism on the back side of the enclosed type gaming machine according to the eleventh embodiment. [Figure 243] Figure 243 is a perspective view of the circulation mechanism on the front side of the enclosed type gaming machine according to the eleventh embodiment. [Figure 244] FIG. 244 is a main flowchart showing the general processing flow performed by the main control board M in the enclosed type gaming machine according to the eleventh embodiment. [Figure 245] Figure 245 is a flowchart of the checksum creation process outside the main control area on the main control board M side in an enclosed type gaming machine according to the 11th embodiment. [Figure 246] Figure 246 is an image diagram showing the generation of checksum data on the main control board M side in an enclosed type gaming machine according to the 11th embodiment. [Figure 247] Figure 247 is a flowchart of the timer interrupt processing on the main control board M side in the enclosed type gaming machine according to the 11th embodiment. [Figure 248] FIG. 248 is a main flowchart showing the general processing flow performed by the frame control board W in the enclosed type gaming machine according to the eleventh embodiment. [Figure 249] Figure 249 is a flowchart of the initial processing when power is restored on the frame control board W side in an enclosed type gaming machine according to the 11th embodiment. [Figure 250] Figure 250 is a flowchart of the processing when power to the frame control is interrupted on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Figure 251] Figure 251 is a flowchart of the checksum creation process outside the frame control area on the frame control board W side in an enclosed type gaming machine according to the 11th embodiment. [Figure 252] Figure 252 is a flowchart of the frame control board side interrupt processing on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Figure 253] FIG. 253 is a flowchart of the counting notification control process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Figure 254]Figure 254 is an operational diagram of the shooting and counting of game balls in the enclosed type game machine according to the 11th embodiment. [Figure 255] FIG. 255 is a flowchart of the motor control process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Figure 256] Figure 256 is a flowchart of the retry count management process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Figure 257] FIG. 257 is a flowchart of the second error monitoring process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Figure 258] Figure 258 is a flowchart of the under- or over-error monitoring process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Figure 259] Figure 259 is an image diagram of an insufficient / excessive error on the frame control board W side in an enclosed type gaming machine according to the 11th embodiment. [Figure 260] Figure 260 is an image diagram of an insufficient / excessive error on the frame control board W side in an enclosed type gaming machine according to the 11th embodiment. [Figure 261] Figure 261 is a flowchart of the grape ball monitoring process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Figure 262] Figure 262 is a flowchart of the motor abnormality monitoring process on the frame control board W side in the enclosed type gaming machine according to the 11th embodiment. [Figure 263] Figure 263 is an operational diagram of the automatic launch of game balls in the enclosed type game machine according to the 11th embodiment. [Figure 264] Figure 264 is an image diagram of an insufficient / excessive error that can be applied to the enclosed gaming machine related to the 11th embodiment. [Figure 265] Figure 265 is a front view of the game board of the gaming machine according to the twelfth embodiment. [Figure 266] Figure 266 is a perspective view of the big prize opening unit in the gaming machine according to the twelfth embodiment. [Figure 267] FIG. 267 is a front view of the big prize opening unit in the gaming machine according to the twelfth embodiment. [Figure 268] Figure 268 is a side view of the right-hand hitting inclined surface in the gaming machine according to the twelfth embodiment. [Figure 269] FIG. 269 is a front view and a side view of the first main game start opening unit in the gaming machine according to the twelfth embodiment. [Figure 270] FIG. 270 is a front view and a side view of the first main game start hole unit in the gaming machine according to the twelfth embodiment. [Figure 271] Figure 271 is a rear view of the circulation mechanism on the back side of a gaming machine according to the 12th embodiment. [Figure 272] Figure 272 is a side view relating to the sub-input buttons in a gaming machine according to the 12th embodiment. [Figure 273] Figure 273 is a diagram relating to the control panel in a gaming machine according to the 13th embodiment. [Figure 274] Figure 274 is a side view of the total score display unit in a gaming machine according to the 13th embodiment. [Figure 275] Figure 275 is a side view of the lower tray in a gaming machine according to the 13th embodiment. [Figure 276] Figure 276 is a side view of the back surface of a molded product in a gaming machine according to the 14th embodiment. [Figure 277] Figure 277 is a side view of the back surface of a molded product in a gaming machine according to the 14th embodiment. [Figure 278] Figure 278 shows a front view and a side view of the sheet metal in a gaming machine according to the 14th embodiment. [Figure 279] Figure 279 is a perspective view of the sheet metal in a gaming machine according to the 14th embodiment. [Figure 280] Figure 280 shows a front view and a side view of the grounding section and other parts in a gaming machine according to the 14th embodiment. [Figure 281] Figure 281 is an illustrative diagram of a seal applicable to a gaming machine according to this specification. [Figure 282]Figure 282 shows a perspective view and a side view of the front door applicable to the gaming machine according to this specification. [Figure 283] Figure 283 is a top view of the surface of the main control board in a gaming machine according to the 15th embodiment. [Figure 284] Figure 284 is a top view of the back surface of the main control board in a gaming machine according to the 15th embodiment. [Figure 285] Figure 285 is a rear view of a gaming machine according to the 16th embodiment. [Figure 286] Figure 286 is a side view of a gaming machine according to the 16th embodiment. [Figure 287] Figure 287 is a side view of the outer frame of a gaming machine according to the 16th embodiment. [Figure 288] Figure 288 is a diagram relating to a protective cover in a gaming machine according to the 16th embodiment. [Figure 289] Figure 289 is an illustrative diagram of the clock signal in a gaming machine according to the 17th embodiment. [Figure 290] Figure 290 is an illustrative diagram of the 7 segments in a gaming machine according to the 17th embodiment. [Figure 291] Figure 291 is a diagram relating to the opening of the jackpot opening, applicable to the gaming machine according to this specification. [Figure 292] Figure 292 is a diagram relating to a hammer arm applicable to a gaming machine according to this specification. [Figure 293] Figure 293 is a diagram relating to a hammer arm applicable to a gaming machine according to this specification. [Figure 294] Figure 294 is a diagram relating to a hammer arm applicable to a gaming machine according to this specification. [Figure 295] Figure 295 is a diagram relating to a hammer arm applicable to a gaming machine according to this specification. [Figure 296] Figure 296 is a diagram relating to the launching of game balls, applicable to the game machine according to this specification. [Figure 297] Figure 297 is a diagram relating to an outer rail applicable to a gaming machine according to this specification. [Figure 298] Figure 298 is a diagram relating to a life pin applicable to a gaming machine according to this specification. [Figure 299] Figure 299 is a diagram relating to sound effects applicable to gaming machines according to this specification. [Figure 300] Figure 300 is a diagram relating to the sound output period applicable to the gaming machine according to this specification. [Figure 301] Figure 301 is a diagram relating to two-channel sound output applicable to the gaming machine according to this specification. [Figure 302] Figure 302 is a diagram relating to music selection, applicable to the gaming machine according to this specification. [Figure 303] Figure 303 is a diagram relating to background music applicable to the gaming machines described herein. [Figure 304] Figure 304 is a diagram relating to sound tones applicable to gaming machines according to this specification. [Figure 305] Figure 305 is a diagram relating to a seal step portion applicable to a gaming machine according to this specification. [Figure 306] Figure 306 is a diagram relating to a circuit board housing area applicable to a gaming machine according to this specification. [Figure 307] Figure 307 is a diagram relating to a setting keyhole applicable to a gaming machine according to this specification. [Figure 308] Figure 308 is a diagram relating to a setting keyhole applicable to a gaming machine according to this specification. [Figure 309] Figure 309 is a diagram relating to a left stop button applicable to a gaming machine according to this specification. [Figure 310] Figure 310 is a diagram relating to a left stop button applicable to a gaming machine according to this specification. [Figure 311] Figure 311 is a diagram relating to a backlight unit applicable to a gaming machine according to this specification. [Figure 312] Figure 312 is a diagram relating to a reel applicable to a gaming machine according to this specification. [Figure 313]Figure 313 is a diagram relating to the highest frequency applicable to gaming machines according to this specification. [Figure 314] Figure 314 is a diagram relating to the highest frequency applicable to the gaming machines described herein. [Figure 315] Figure 315 is a diagram relating to sound pitch, applicable to gaming machines according to this specification. [Figure 316] Figure 316 is a diagram relating to the highest frequency of settlement sounds applicable to the gaming machines according to this specification. [Modes for carrying out the invention]
[0008] First, the meaning of each term used in this specification will be explained. "Random number" refers to a random number used in a slot machine to determine the content of a game (a lottery conducted by an electronic computer, sometimes also called a drawing), and includes not only random numbers in the narrow sense but also pseudo-random numbers (for example, hardware random numbers, built-in random numbers generated by the main control chip including the CPU, and software random numbers as pseudo-random numbers). For example, this could include the so-called "basic random number" that affects the outcome of the game, specifically the "winning random number" associated with special roles or winning roles (small roles, re-play roles) that lead to transitions to special games. "CPU" is synonymous with what is well known in this industry and is not limited in any way to the architecture used (CISC, RISC, number of bits, etc.) or processing performance. "Power outage" refers to a situation where the power supply voltage to a gaming machine falls below a certain level, regardless of whether the power switch on the gaming machine is operated. This includes, for example, the interruption of power supply due to unforeseen circumstances such as damage to the power supply unit or a power outage. "ROM" is synonymous with what is commonly known in this industry, and it physically holds information (for example, when current is applied for data retrieval, it will be "1" if the element configuration is conductive, and "0" if the element configuration is non-conductive). RAM is synonymous with what is commonly known in this industry, and it electrically holds information (for example, when current is applied for data retrieval, it will be "1" if it is charged, and "0" if it is not charged. It is common for backup power to be supplied to some or all of the data held in RAM in the event of a power outage). "Game state" refers to, for example, a special game state in which game tokens are easily acquired and are advantageous to the player (so-called jackpot game, sometimes referred to as bonus activation, type 1 BB activation, type 1 BB activation time, type 2 BB activation, type 2 BB activation time, etc.), an internal state in which a bonus win is carried over (sometimes referred to as type 1 BB internal, type 2 BB internal, etc.), or a state in which the winning rate of a re-spin is higher (or lower) than the normal game state in which the winning rate of a re-spin is a predetermined value. Examples of game states include the replay probability variation game state (RT state), the AT (Assist Time) state in which the stopping order and stopping position (sometimes called the stopping operation pattern) of the reels to win a prize can be announced, the ART (Assist Replay Time) state which is a combination of the RT state and the AT state, the advantageous section in which AT-related processing can be performed and the normal section in which AT-related processing is not performed. Furthermore, even in the normal game state, there are the RT state, the AT state (sometimes called "AT game state", "AT state", "announcement state", or simply "AT"). Also, the state that is not in the AT state may be called "non-AT game state", "non-AT state", or "non-announcement state", or simply "non-AT"), and the announcement of the stopping operation pattern in the AT state may be called "executing AT", "executing navigation", "executing instructions", "executing push order navigation", or "executing announcement game". Examples include high-probability normal game state, low-probability normal game state, etc. (referred to as "lottery state" in this example), where the probability of transitioning to the ART state differs. Furthermore, game states can be combined without issue {and these game states and functions (for example, the lottery for transitioning to the AT state, the output of notification instructions related to the stopping order of the reels, etc.) can all be implemented on the main control board that controls the progress of the game}. In addition, in this example, the AT state and the RT state are described separately, and the RT state is referred to as "RT1" and the AT state as "normal game state", etc. However, the RT state and the AT state can be combined and referred to as the ART state as "normal game state", etc. "Winning role" refers to the type of condition device (or condition device number) that is won by the internal lottery (sometimes referred to as the internal note lottery). "Notification state" refers to the state of the AT (Automatic Trigger) in which the push-order navigation described later can be executed. Even in games where a condition is met that prevents the push-order navigation from being executed because the winning combination does not differ depending on the order in which the reels stop, the system is configured to consider the state of the AT as "notification state" if the state of the AT is such that the push-order navigation can be executed. "Counter value" is also called "number of notification games that can be executed," and refers to the remaining number of AT games or the counter value of the AT counter M60, as described later.For example, if the "Number of Executable Notification Games" is 1 or more (including games where the number is "0"), the push-button navigation described later may be executed. Alternatively, the "Number of Executable Notification Games" may be the difference in the number of game tokens obtained based on the winning of a minor role (mainly the push-button bell role) (the number of tokens paid out minus the number of tokens inserted), or the number of times the push-button bell role has been won. Furthermore, the "Special Notification State" is the state that is most advantageous to the player among the states related to AT, and in this example, it is called the "Bonus-Focused State". Note that the "Predetermined Game State" may be any one or more combinations of all the states such as game states and notification states described in this example. Furthermore, the "Specific Condition" is a condition under which the AT counter value can be reduced, and specific conditions include, for example, the end of one game, or the winning of a predetermined role (e.g., the push-button bell role). A "Type 1 Special Bonus" is a bonus that increases the number of symbol combinations that result in winning for each predetermined number of spins, or increases the probability of the conditional device for winning for each predetermined number of spins activating. It activates when predetermined and can continue to operate until the result of a not more than 12 spins is obtained, and is sometimes called an RB (Regular Bonus). A "Type 1 Special Bonus Continuous Activation Device" is a device that can continuously activate a Type 1 Special Bonus. It activates when a specific symbol combination is displayed and stops operating when predetermined, and is sometimes called a BB (Big Bonus) or a Type 1 BB. A "Type 2 Special Bonus" is a bonus that activates the conditional device for winning regardless of the result of the bonus draw. It activates when predetermined and stops operating when the result of one spin is obtained, and is sometimes called a CB (Challenge Bonus). A "Type 2 Special Bonus Continuous Activation Device" is a device that can continuously activate Type 2 special bonuses. It activates when a specific combination of symbols is displayed and terminates when predetermined conditions are met. It is sometimes referred to as MB (Middle Bonus) or Type 2 BB.A "normal bonus" is a bonus that increases the number of symbol combinations that result in a prize for each set number of spins, or increases the probability that the condition device for winning for each set number of spins will activate. It activates when a specific symbol combination is displayed and terminates when the result of one spin is obtained. It is sometimes called an SB (Single Bonus). An "all JACIN type" is a configuration in which a JACIN is considered to have occurred when a Type 1 BB bonus is won, and the game is always in RB mode during the execution of a Type 1 BB. A "JACIN lottery type" is a configuration in which the game alternates between being in non-RB mode and RB mode during the execution of a Type 1 BB. An "uncontrolled reel" is a reel in which the pull-in control that can be executed after a stop operation is not performed, and the reel stops at the closest possible reel position from the reel position where the stop operation was received. An "all CB type" is a configuration in which the game is always in CB mode during the execution of a Type 2 BB. A "CB transition lottery type" is a configuration in which the game alternates between being in non-CB mode and CB mode during the execution of a Type 2 BB.
[0009] "Entering the target area" includes not only balls that are awarded as prize balls, but also balls that pass through the "through checker" area, which does not award prize balls.
[0010] "Identification information" can take any form as long as the type of information can be identified through the five senses (sight, hearing, touch, etc.), but preferably it can be visual, such as numbers, letters, patterns, etc. Furthermore, in this specification, "identification information" may be referred to as main game patterns, special patterns (special symbols), or decorative patterns (decorative symbols), but "special patterns (special symbols)" are identification information that is displayed and controlled on the main control board side, and "decorative patterns (decorative symbols)" are identification information as a performance displayed on the sub-control board side. "Displayable identification information" is not limited in any way to the display method, and examples include the emission of light from a light-emitting means (e.g., liquid crystal, LED, 7-segment display) (including not only the presence or absence of light but also differences in color), physical display (e.g., stopping and displaying a pattern drawn on the reel strip at a predetermined position), etc.
[0011] "Presentation" refers to display content that enhances the enjoyment of the game, and can include, for example, changes and stops in identification information, advance notices, moving images such as animations and live-action footage, still images such as pictures, photographs, and text, or combinations thereof.
[0012] "Open state" and "closed state" refer to, for example, in the configuration of a typical large prize slot (a so-called attacker), the open state = easy to win, and the closed state = difficult to win. Also, for example, in a configuration (a so-called tongue-type attacker) that can take the state of protruding from the game board (the player's side) (hereinafter sometimes called the advance state) and the state of retracting into the game board (the opposite side from the player's side) (hereinafter sometimes called the retraction state), the advance state = easy to win, and the retraction state = difficult to win.
[0013] "Random numbers" in pachinko machines are random numbers used in a lottery (a computer-based lottery) to determine the content of a game. This includes both random numbers in the strict sense and pseudo-random numbers (for example, hardware random numbers as random numbers and software random numbers as pseudo-random numbers). Examples include so-called "basic random numbers" that affect the outcome of the game, specifically "winning random numbers (random numbers for winning / losing)" related to the transition to special games, "variation pattern determination random numbers" to determine the variation pattern (or variation time) of identification symbols, "symbol determination random numbers" to determine the stopping symbols, and "winning symbol determination random numbers" to determine whether or not to transition to a specific game (for example, a probability variation game) after a special game. It should be noted that when determining the content of the variation pattern or the content of the confirmed identification information, it is not necessary to use all of these random numbers; it is sufficient to use at least one random number that is the same as or different from the others. Furthermore, in this specification, random numbers are sometimes expressed as a number of random numbers or multiple random numbers, but one random number is referred to as one random number obtained by a single ball entry into the ball entry gate (e.g., the starting ball entry gate) that triggers the acquisition of random numbers (that is, in the example above, the bundle of random numbers consisting of the winning random number + variation mode determination random number + pattern determination random number... is referred to as one random number). Also, for example, one type of random number (e.g., the winning random number) may also serve as another type of random number (e.g., the pattern determination random number).
[0014] In the case of pachinko machines, "game state" refers to any one or more combinations of the following: a special game state in which the big prize slot can be opened; a probability variation game state in which the probability of transitioning to the special game state is higher than that of a non-probability variation game state in which the probability of transitioning to the special game state is a predetermined value; an auxiliary game state in which there is assistance for entering the starting slot, which is the trigger for transitioning to the special game state (a so-called normal symbol time reduction state, for example, if a variable member is attached to the starting slot, the opening period of the variable member is longer, the probability of winning the opening of the variable member is higher, and the notification time of the result of the opening of the variable member is shorter); and a time reduction game state in which the time of change of identification information is relatively shorter than that of a non-time reduction game state.
[0015] The "game area" is the area in which the game ball can roll, and is not limited to the area in front of the game board D35 (from the player's perspective), but may include, for example, the area in which the game ball can roll, including both the area behind the game board D35 (from the player's perspective) and the area in front of the game board D35 (from the player's perspective). "Left-handed shooting" refers to shooting the game ball by adjusting the launch strength so that the game ball flows down the left side of the game area D30 (left-handed shooting route ML10), as described later. "Right-handed shooting" refers to shooting the game ball by adjusting the launch strength so that the game ball flows down the right side of the game area D30 (right-handed shooting route MR10), as described later. Furthermore, the "left-handed shooting area" is the area to the left of the game area D30 when the center of the game area is used as the reference point. The "right-handed shooting area" is the area to the right of the game area D30 when the center of the game area is used as the reference point.
[0016] Furthermore, the following embodiments are merely examples, and are not limited to the following forms in terms of the location and function of each means, the order of each step in various processes, the timing of flag on / off, the names of the means responsible for each step of processing, etc. Also, the above embodiments and modifications should not be interpreted as being applicable only to specific ones, but any combination is acceptable. For example, a modification of one embodiment should be understood as a modification of another embodiment, and even if one modification and another modification are described independently, it should be understood that a combination of the two modifications is also described.
[0017] <<<First Embodiment>>> Before describing each component, we will briefly explain the features of the revolving-type gaming machine P according to the first embodiment. The following details will be described with reference to the drawings.
[0018] First, the basic structure of the front side of the reel-type gaming machine P according to the first embodiment will be explained with reference to Figure 1 (Figure 2 for some components). The reel-type gaming machine P mainly consists of a front door, a back box (also called a cabinet or base), a reel unit installed inside the back box, a hopper device, a power supply unit E, a main control board M (a board on which the main control chip C including the CPUMC is mounted), and a sub-control board S (a board on which the sub-control chip SC including the CPUSC is mounted). These will be explained in order below.
[0019] <Front Door DU> The front door DU includes mechanisms for visualizing the game state, mechanisms for inputting game media, mechanisms for operating the reel unit, and other mechanisms. Specifically, the mechanisms for visualizing the game state include a reel window D160, a coin insertion indicator light D210, a start lamp D180, a re-play lamp D290, a coin insertion ready lamp D300, a special game state display device D250, a credit count display device D200, and a payout display device (push order display device) D270 (push order). A sequence display device (sometimes called D270), an AT counter value display device D280, a favorable section display device YH, etc. are installed. In addition, a medal slot D170 and a bet button D220 are installed as mechanisms for inserting game media and inputting the number of bets, and a settlement button D60 is installed as a mechanism for dispensing the inserted game media. Furthermore, a start lever D50 and a stop button D40 are installed as mechanisms for operating the reels. The slot machine in the first embodiment is equipped with a control panel that protrudes towards the player, on which the start lever D50, stop button D40, medal slot D170, bet button D220, settlement button D60, sub input button SB, directional key SB2, etc. are installed. Each element will be described in detail below.
[0020] <Mechanism for making the game status visible> Next, the main parts of the mechanism for making the game status visible will be described. The reel window D160 is a transparent component made of synthetic resin or the like that forms part of the front door DU, and is configured so that the reel unit installed inside the game machine frame can be seen through the reel window D160. In addition, the number of tokens inserted indicator light D210 is made up of three LEDs, and is configured so that the same number of LEDs as the number of tokens currently bet (the number of game tokens inserted to start a game) are lit up. Specifically, the number of tokens inserted indicator light D210 is composed of three LEDs (lamps): 1-bet lamp D211, 2-bet lamp D212, and 3-bet lamp D213. When one token is bet, 1-bet lamp D211 lights up, 2-bet lamp D212 is off, and 3-bet lamp D213 is off. When two tokens are bet, 1-bet lamp D211 lights up, 2-bet lamp D212 lights up, and 3-bet lamp D213 is off. When three tokens are bet, 1-bet lamp D211 lights up, 2-bet lamp D212 lights up, and 3-bet lamp D213 lights up (this does not apply to the next game after the "Replay Stop" indicator is displayed; details will be described later). Furthermore, the start lamp D180 is made up of LEDs and is configured to light up when the start lever D50 is operational (accepting input) and to turn off when the start lever D50 is operational (not accepting input). Furthermore, the re-play lamp D290 is made up of LEDs and is configured to light up when the re-play stop indicator is displayed and to turn off when the next game after the re-play stop indicator has finished. Furthermore, the insertable lamp D300 is configured to light up (may blink) when the insertion of game tokens into the token slot D170 is operational or when the bet button D220 is operational and to turn off when the insertion of game tokens is invalid or when the bet button D220 is operational. Furthermore, the special game status display device D250 is made up of a 7-segment display and is configured to display the total number of tokens dispensed during special gameplay.Furthermore, the special game state display device D250 may be omitted. In such a configuration, the total number of payouts can be displayed on the performance display device S40 (sometimes also called the second information display unit), which will be described later. This allows players to recognize the total number of payouts during special gameplay, resulting in a user-friendly gaming machine. Additionally, the credit count display device D200 is a 7-segment display and is configured to display the total number of tokens (credits) stored in the gaming machine as tokens held by the player. Furthermore, the payout display device (button stop order display device) D270 is composed of a 7-segment display and is configured to notify the player of the most advantageous reel stop order in games where a condition is met in which the winning combination can differ depending on the number of game tokens currently being paid out and the order in which the reels stop (the order in which the left stop button D41, middle stop button D42, and right stop button D43) {these are so-called button stop order combinations (sometimes called button stop order combinations), but it is generally configured so that the profit margin (number of tokens paid out, subsequent RT state, etc.) given to the player can differ if the winning combination or the combination of symbols displayed after stopping differs} (this notification is sometimes called button stop order navigation). Thus, the payout display device (button stop order display device) D270 is configured to display two things: the number of game tokens currently being paid out and the reel stop order that will give the player the highest profit, and the display is configured in a way that prevents the player from mistaking which of the two displays is being displayed, and the details of this display configuration will be described later.Furthermore, the AT counter value display device D280 is configured to display the number of games in which the player can remain in an advantageous AT state (in this example, sometimes referred to as the push-order navigation state or the notification game, and details will be described later) that is guaranteed when the player proceeds with the game according to the push-order navigation display shown on the push-order display device D270 (sometimes also called the first information display unit) (in this way, the push-order display device D270 notifies the player of an advantageous way to operate the stop button (stop operation method) and this is sometimes referred to as "executing push-order navigation," "executing AT," "executing navigation," "executing instructions," or "executing notification game"), among the states related to AT (details will be described later). Note that the AT counter value display device D280 may also be omitted, and in such a configuration, the number of games in which the player can remain in the AT state can be displayed on the performance display device S40, allowing the player to recognize the number of games in which the advantageous AT state is guaranteed, thus making it a user-friendly gaming machine. Furthermore, the payout count display device (button press order display device) D270 may be configured to consist of two separate devices: a payout count display device and a button press order display device.
[0021] Furthermore, the advantageous section indicator YH is made up of LEDs and is configured to light up when it is an "advantageous section" and turn off when it is not an "advantageous section" (the timing of lighting up and turning off will be described later).In this example, the slot machine can take the following forms, as with conventional slot machines: a special game state in which it is easy to acquire game tokens and is advantageous to the player (so-called jackpot game, which includes bonus games and what are called first-class BBs and second-class BBs); a replay probability variation game state (RT state) in which the winning rate of replay roles is higher (or lower) than in the normal game state in which the winning rate of replay roles is a predetermined value; an AT (Assist Time) state in which the stopping order and stopping position of the reels to win a role can be announced; an ART (Assist Replay Time) state which is a combination of the RT state and the AT state; and so on.In addition to these "game states", it is possible to set one of three "game sections": "normal section", "standby section", and "advantageous section". In this example, no "waiting period" is set; instead, either a "normal period" or a "favorable period" is set. Of these, the "favorable period" is positioned as being relatively more advantageous to the player than the other "playing periods." For example, the "playing state" being in AT or ART mode is associated with the "favorable period." That is, when the "playing state" is in AT or ART mode, the favorable period indicator YH lights up. As will be described later, the setting control of the "playing period" is performed on the main control board that controls the progress of the game, just like the setting control of the "playing state." Therefore, the lighting / extinguishing status of the favorable period indicator YH can be used to honestly communicate to the player whether the progress of the game is relatively advantageous to them.As will be explained later, when the "advantageous period" continues until it reaches a predetermined upper limit of games (for example, 1500 games), the "normal period" is forcibly set. At that time, any remaining AT-related states are also forcibly terminated (information for maintaining the AT state is cleared and initialized), so the change in the set "game period" can also affect the transition of the "game state". This automatically suppresses the excessive increase in gambling potential caused by "game states" such as the AT state and ART state, which have a relatively high degree of design freedom. As mentioned above, when the "advantageous period" continues until it reaches a predetermined upper limit of games (for example, 1500 games), the "normal period" is forcibly set, meaning the "advantageous period" ends, but the conditions for ending the "advantageous period" are not limited to this. In the slot machine described in this example, the conditions for ending the "advantageous section" are: "execution of one push-order navigation that allows the acquisition of the small role with the highest payout among the small roles that constitute a push-order role (for example, if there are small roles that pay 7, 3, and 1 coin as small roles that constitute a push-order role, the push-order navigation that allows the acquisition of 7 coins, which has the highest payout, is the one that allows the acquisition of 7 coins, and if there is a push-order role that allows the acquisition of 7 coins or 1 coin depending on the order, and a push-order role that allows the acquisition of 3 coins depending on the order, the push-order navigation that allows the acquisition of 3 coins does not fall under the definition of push-order navigation here)", or "winning one of BB, RB, or MB", AND "any termination condition (failure to win the 40G 1 set loop lottery (AT), fixed 32G elapsed (false premonition), etc.)", or "advantageous section of 1500G". Furthermore, in the case of a specification where there are no push-order bell roles (for example, a specification where there are push-order sequences for replays to transition to RT state, but there are no small roles where the number of payouts differs depending on the push-order sequence), the condition for ending the advantageous period, "one push-order navigation that allows you to acquire the small role with the highest payout," is excluded. Also, in the first embodiment, the small roles that constitute the push-order roles are composed of roles that include roles corresponding to 11-coin roles and roles corresponding to 1-coin roles, so "execution of one push-order navigation that allows you to acquire the small role with the highest payout" means notifying the push-order sequence that allows you to acquire 11 medals (allows you to win an 11-coin role).
[0022] <Mechanism for Enabling Input of Gaming Mediums> Next, the main parts of the mechanism for enabling input of gaming mediums will be described. The medal slot D170 is the slot for inserting gaming medals, and when the machine is in a medal-receiving state, the gaming medals inserted into the slot are guided into the inside of the gaming machine. The inside of the gaming machine is also equipped with sensors to detect the insertion of medals, namely the insertion acceptance sensor D10s, the first insertion sensor D20s, and the second insertion sensor D30s. These sensors are configured to detect the inserted medals as bet medals when it is determined that the gaming medals guided into the inside of the gaming machine have been inserted normally. The bet button D220 is configured to be operable by the player, and by operating it, the player can bet the stored medals (credit medals). The payout button D60 is configured to be operable by the player, and by operating it, the player can be refunded the stored medals (credit medals) and / or bet medals. Furthermore, the game tokens refunded by operating the settlement button D60 are configured to be dispensed into the payout slot D240.
[0023] <Mechanism for operating the reel unit> Next, the start lever D50 is configured to be operable by the player, and the operation of the reels can be started by operating it. In addition, the stop buttons D40 are equipped with a left stop button D41, a middle stop button D42, and a right stop button D43, which can be operated by the player, and the operation of the reels can be stopped sequentially by operating each of these stop buttons.
[0024] <Other mechanisms installed on the front door DU> Next, regarding the main parts of the other mechanisms installed on the front door DU, open the front door DU in Figure 2 to reveal the revolving door A description will be given while referring to a perspective view showing the internal configuration of the gaming machine P. On the front door DU, as a mechanism for enhancing the interest of the game, there are provided an effect display device S40 for displaying effects such as a preview effect and a background effect, a game effect lamp D26 (not shown) that can be lit in various lighting modes, a door substrate D for signal relay, a medal selector DS for detecting inserted medals, a speaker S20 that can output sound, a middle panel (middle decorative panel), an upper panel D130, and a lower panel D140, etc., which are members formed of synthetic resin or the like. The effect display device S40 is attached to the upper part on the back side of the front door DU so that a display part for displaying effects and the like can be visually recognized through a perspective area formed in the upper panel. Further, the decorative lamp unit D150 and the LED lamp unit S10 have light sources that emit light according to the progress of the game of the rotary gaming machine P. The decorative lamp units D150 are provided on the right and left sides respectively with the lower panel D140 interposed therebetween, and the LED lamp units S10 are provided on the right and left sides respectively with the upper panel D130 interposed therebetween (the decorative lamp unit D150 and the LED lamp unit S10 may be collectively referred to as a lamp unit). Also, a door substrate D is attached below the reel window D160 on the back surface of the front door DU. Input signals such as the aforementioned stop button D40, start lever D50, settlement button D60, etc. are input to this door substrate D, and it has the function of a relay substrate that directly or processes the input signals and outputs them to the main control substrate M described later. Also, corresponding to the medal insertion port D170, a medal selector DS, which will be described in detail later, is provided near the door substrate D on the back surface of the front door DU. It has the function of detecting medals inserted from the medal insertion port D170 and performing a simple authenticity check, guiding appropriate medals to a hopper H40 described later, and returning inappropriate medals to a medal tray D230 described later. Further, one speaker S20 is provided on each of the left and right sides below the door substrate D. The middle panel is the upper part of the operation table and the lower part of the upper panel D130, and is a panel part including the aforementioned reel window.Furthermore, the sub-input button SB and the directional pad SB2 attached to the aforementioned control console D190 are components used for operations on the menu screen described later, as well as for button-pressing effects on the sub-control board S (by repeatedly pressing the sub-input button SB, an effect is executed indicating whether or not a bonus has been won) and mini-games (for example, an effect indicating whether or not entry into the "AT state" has been achieved). The front door DU of the reel-type gaming machine P is equipped with a medal tray D230 for receiving game medals (sometimes simply called medals) released from the discharge port D240, and a door switch D80 capable of detecting the open / closed state of the front door DU. The front door DU is also equipped with a keyhole D260, and the front door DU can be opened by inserting a key (door key) that matches the shape of the keyhole D260 into the keyhole D260 and twisting it in a predetermined direction (for example, clockwise). Furthermore, in the first embodiment, the system is configured so that an error state (such as a door open error) can be cleared by inserting the door key into the keyhole D260 and twisting it in a predetermined direction (for example, counterclockwise). In addition, a bet button lamp S50 is provided inside the bet button D220, and the bet button lamp S50 is composed of an LED controlled by the sub-control board S, and the player can perceive that the operation of the bet button D220 is valid when the bet button lamp S50 lights up (or flashes). In addition, a stop button lamp S60 is provided inside the stop button D40 (one is provided for each of the three stop buttons: left stop button D41, middle stop button D42, and right stop button D43), and the stop button lamp S60 is composed of an LED controlled by the sub-control board S, and the player can perceive that the operation of the stop button D40 is valid when the stop button lamp S60 lights up (or flashes) and / or the color of the light.Furthermore, since only the stop button lamp S60 corresponding to the valid stop button D40 lights up in the color corresponding to the valid stop button D40, for example, when the left stop button D41 is invalid, the middle stop button D42 is valid, and the right stop button D43 is valid, the stop button lamp S60 corresponding to the left stop button D41 is off, the stop button lamp S60 corresponding to the middle stop button D42 is lit, and the stop button lamp S60 corresponding to the right stop button D43 is lit, the lighting patterns of the three stop button lamps S60 can be different for each. In addition, by varying the lighting color or lighting pattern of the stop button lamp S60 (such as lighting up or blinking, or slow blinking or fast blinking), it may be possible to make it easier for the player to determine which stop button should currently be operated to stop the game in which push order navigation is executed. For example, when all reels are spinning and a push order bell is hit in which the push order bell is reached and the push order of "left → middle → right" is the correct order (maximum number of coins paid out), the stop button lamp corresponding to the left stop button may be made to blink in white, and the stop button lamps corresponding to the middle stop button and the right stop button may be made to light up in blue; and then, when the player operates the left stop button to stop the left reel, the stop button lamp corresponding to the left stop button may be made to turn off, the stop button lamp corresponding to the middle stop button may be made to blink in white, and the stop button lamp corresponding to the right stop button may be made to light up in blue.
[0025] Next, the back box (also referred to as the cabinet or base) and the devices installed within the back box will be described. A reel unit is attached to the approximate center of the back box so that a portion of it can be seen through the reel window D160. The reel unit includes a reel M50 and a drive source (e.g., a stepping motor) for the reel M50. The reel M50 also includes a left reel M51, a center reel M52, and a right reel M53. Each reel section is made of synthetic resin or the like, and multiple symbols are printed on the outer periphery of the reel section (on the reel band MO). The reel sections are configured to rotate and stop based on the operation of the start lever D50 and the stop buttons D40. Although not shown, LEDs (hereinafter sometimes referred to as reel backlights) are provided inside the left reel M51, center reel M52, and right reel M53, and when the LEDs are lit, the light that passes through the outer periphery of the reel section makes it appear as if the outer periphery of the reel section is lit. Also, above the reel M50, a reel board K (described later) for driving each reel (left reel M51, center reel M52, right reel M53) is stored.
[0026] In addition, above the reels M50, there is stored a main control board M, which will be described later, that controls the overall game, and to the left of the reels M50 there is stored a sub-control board S, which will be described later, that controls various effects performed using the effect display device S40, LED lamp unit S10, speaker S20, etc., shown in Fig. 1. Connected to the main control board M are a setting key switch M20, which is used to execute the setting change device control process (to change settings), which will be described later, and a setting / reset button M30, which can change setting values, clear errors, etc. While the setting key switch M20 and the setting / reset button M30 are not shown in Fig. 2, they may be provided in an appropriate position, such as on the main control board M (i.e., they may be provided in a position that makes manual access difficult without opening the front door DU).
[0027] Below the reels M50, there are provided a hopper H40 that collects inserted gaming medals, a medal payout device H that pays out the gaming medals, and a power supply board E that supplies power to the entire slot machine P. The gaming medals paid out from the medal payout device H pass through a coin shooter D90 and are paid out from a discharge port D240. In addition, a power switch E10 that is used to power on the slot machine P is also provided on the front of the power supply board E (sometimes referred to as a power supply unit E). Details of the medal payout device H will be described later.
[0028] <Medal Selector DS> Next, the medal selector DS will be explained in detail with reference to Figure 3. Figure 3 is a perspective view showing the path (selector) of game tokens inserted into the medal slot D170 inside the slot machine P. The medal selector DS has an insertion acceptance sensor D10s located near the door board D, which serves as a passage for game tokens inserted from the medal slot D170. Below the insertion acceptance sensor D10s, there is a coin chute D90 and other components for guiding the game tokens to the discharge port D240. The insertion acceptance sensor D10s has the function of sorting game tokens inserted from the medal slot D170 mainly based on their dimensions and accepting only game tokens that conform to the standard dimensions. Tokens (or other foreign objects) that are determined not to conform by this function are returned to the discharge port D240 by a blocker D100. When a player inserts a game medal before operating the start lever D50 (when the insertion of game medals is valid), the game medal is sorted by the insertion acceptance sensor D10s, and only those that meet the specifications are inserted into the hopper H40, while those that do not meet the specifications are returned to the discharge port D240 through the coin shooter D90. In contrast, if a game medal is inserted after the start lever D50 is operated (when the insertion of game medals is not valid), the inserted game medal is returned to the discharge port D240 through the coin shooter D90 regardless of whether it meets the specifications. In addition, a sensor related to medal insertion, which will be described in detail later, is provided inside the insertion acceptance sensor D10s (at the back of the flow path), and when a game medal that meets the dimensional specifications and is accepted passes through, it is detected by the first insertion sensor D20s and the second insertion sensor D30s, and the signal is supplied to the main control board M, which will be described later.
[0029] Next, we will describe in detail the sensors related to medal insertion. When a game medal is inserted into the medal slot D170, it first passes through the insertion acceptance sensor D10s. The insertion acceptance sensor D10s is a mechanical double sensor, and when a game medal passes through, two protruding mechanisms are pressed, turning it on and allowing the game medal to pass through the passage normally. With this configuration, if a foreign object other than a game medal (a foreign object that does not meet the specifications, for example, one with a smaller diameter than a game medal) is inserted, the two protruding mechanisms will not be pressed. Since such a medal cannot maintain an upright position, it cannot pass through the passage (the medal falls over) and, as mentioned above, passes through the coin chute D90 and is refunded to the discharge opening D240. In addition, the insertion acceptance sensor D10s is also configured to determine an error if it remains ON for a predetermined period of time or longer (as a result, the blocker D100 may turn OFF).
[0030] When a game token passes through blocker D100 successfully, it immediately passes through the first insertion sensor D20s and the second insertion sensor D30s. These insertion sensors (first insertion sensor D20s and second insertion sensor D30s) consist of two sensors (arranged adjacent to each other at a distance smaller than the standard diameter of a game token), and are configured to detect various errors by monitoring the on / off status of each sensor (the sequence in which the on / off combinations of the first insertion sensor D20s and the second insertion sensor D30s transition, etc.) and the duration of the on / off state.
[0031] <Medal Dispensing Device H> Next, the medal dispensing device H will be described in detail using the front view and top view of the medal dispensing device H in Figure 4. The medal dispensing device H dispenses credits (game tokens electronically stored inside the gaming machine). This device operates when the payout button is pressed or when game tokens are dispensed due to a win, while there are tokens (or tokens that have been bet, such as tokens inserted to start the game) present. When activated, the hopper motor H80 is first driven, causing the disc H50 to rotate around the disc rotation axis H50a. This rotation displaces the discharge biasing means H70, causing the game tokens in the token dispensing device H to flow down from the game token exit H60 towards the discharge port D240. The dispensing sensors (first dispensing sensor H10s and second dispensing sensor H20s) consist of two sensors, and are configured to detect various errors by monitoring the on / off status of each sensor (the sequence of transitions in the on / off combinations of the first dispensing sensor H10s and the second dispensing sensor H20s, etc.) and the duration of the on / off state. More specifically, for example, when a medal passes through the game medal outlet H60 normally, the displacement of the release biasing means H70 causes a sensor state transition from a state where first payout sensor H10s=off and second payout sensor H20s=off to a state where first payout sensor H10s=off and second payout sensor H20s=off → first payout sensor H10s=on and second payout sensor H20s=off → first payout sensor H10s=on and second payout sensor H20s=on → first payout sensor H10s=off and second payout sensor H20s=on → first payout sensor H10s=off and second payout sensor H20s=on → first payout sensor H10s=off and second payout sensor H20s=on → first payout sensor H10s=off and second payout sensor H20s=off, and an example of such a configuration is that if a movement contrary to this sensor state transition is detected, an error is generated.
[0032] Next, FIG. 5 shows a list of basic specifications of the slot machine according to the first embodiment. The slot machine according to the first embodiment has a specified number (maximum number of gaming medals that can be bet in one game) of three, a total of 20 frames on the left reel M51, center reel M52, and right reel M53, and a single pay line for determining whether a win will occur: the top left reel M51, the middle center reel M52, and the bottom right reel M53. The maximum payout number is 11, and the minimum payout number is 1 (the correspondence between winning combinations and payout numbers will be described later). The order of priority for winning (priority for winning) is "replay combination → minor combination (bell, watermelon, etc.) → bonus." For example, if a replay combination and a bonus are simultaneously achieved, the symbol combination resulting in a replay combination will be displayed, and the bonus cannot be won. Also, when a bell or a watermelon is formed, if the stop button is pressed in a position where both can be drawn (a position within four frames of the winning stop position), the small winning combination with the largest payout number will be drawn first. Note that the configuration shown in the figure is merely an example, and there is no problem even if the number of frames on each reel is changed (for example, changed to 21 frames) or the configuration of effective lines is changed (for example, changed to five lines with three horizontal lines and two diagonal lines, or changed to one line with the bottom row of the left reel M51, the middle row of the center reel M52, and the top row of the right reel M53). In addition, when a push order minor feature that gives different benefits to the player depending on the push order is won, the pull-in control is such that if the push order is operated in the predetermined correct push order, the minor feature with the largest payout number is pulled in first (number priority control), and if the push order is operated in an incorrect push order that is different from the correct push order, the control is such that the symbol that has the highest chance of winning (among multiple symbol combinations that can win) among the symbols that can be stopped and displayed (positioned within four frames from the stop operation) is pulled in (number priority control).
[0033] Next, FIG. 6 shows a reel arrangement of a slot machine in the first embodiment. As shown in the figure, the left reel M51, the center reel M52, and the right reel M53 each have 20 frames (numbers 0 to 19), and the symbols are 10 types: "Black Seven," "White Seven," "Sheep," "Blank," "Bell," "Replay A," "Replay B," "Watermelon A," "Watermelon B," and "Cherry." Here, "Blank" refers to a symbol included in a symbol combination that constitutes a winning combination, just like other symbols, and does not mean a symbol that does not constitute a winning combination. For example, a symbol combination that constitutes a winning combination that includes "Blank" is "Watermelon B, Replay A, Blank," which results in Replay 02. Note that the configuration shown in the figure is merely an example, and there is no problem if the types of symbols are increased, decreased, or changed.
[0034] Next, Figures 7 to 9 show symbol combination lists 1 to 3 in the first embodiment. In the first embodiment, a plurality of symbol combinations exist for each condition device, and as will be described later, one of the symbol combinations is displayed stopped on an active line (the aforementioned line) depending on the stopping order and stopping positions of the left reel M51, center reel M52, and right reel M53. Note that even when the same type of symbol is not aligned on an active line, it is configured so that the same symbol is likely to line up in a row on a line other than the active line from the player's perspective (in the case of watermelons, three watermelon symbols are aligned in a row somewhere on the reels, such as lining up in a horizontal line in the middle row). In addition, in the first embodiment, there are three pattern combinations that result in a Type 1 BB role (a role continuous operation device related to the so-called Type 1 special role, but hereinafter may be simply referred to as a BB role): "Sheep-Sheep-Sheep", which is Type 1 BB-A (RB-A is continuously operated and ends with the payout of more than 264 coins), "Black Seven-Black Seven-Black Seven", which is Type 1 BB-B (RB-B is continuously operated and ends with the payout of more than 132 coins), and "White Seven-White Seven-White Seven", which is Type 1 BB-C (RB-B is continuously operated and ends with the payout of more than 132 coins). In the first embodiment, when a first-type BB role is won and the BB is executed (the role is activated), a single lottery table is referenced for all games during the BB execution to draw winning roles (minor roles, replay roles) other than the role (this is a method in which the table referenced when drawing roles is not switched during one BB execution, and may be referred to as the all-JACIN type). The format of the first-type BB role is not limited to this, and the table referenced when drawing roles may be switched during one BB execution. Also, when the RT state is "RT1," if a symbol combination corresponding to numbers 14 to 16 that results in replay 04 is displayed, the system is configured to transition to RT0 (details of the RT state will be described later). Since "RT0" is a more disadvantageous RT state to the player than "RT1," transitioning from "RT1" to "RT0" is sometimes referred to as "falling."Furthermore, when a symbol combination corresponding to the number 17, which is a replay 05, is displayed in a stopped state, a "black seven" may be displayed in the lower rows of the left reel M51, the middle reel M52 and the right reel M53, and when a symbol combination corresponding to the number 18, which is a replay 05, is displayed in a stopped state, a "white seven" may be displayed in the lower rows of the left reel M51, the middle reel M52 and the right reel M53 (details will be given later). Furthermore, when the push order bell, which is the condition device for "WINNING-A1" to "WINNING-A6" described later, is won, if the reels are stopped in the push order that is most advantageous to the player, the symbol combinations "WINNING 01" to "WINNING 03" corresponding to numbers 21 to 27 will be stopped and 11 game medals will be paid out, whereas if the reels are stopped in a push order different from the most advantageous to the player, the symbol combinations "WINNING 08" to "WINNING 11" corresponding to numbers 39 to 56 will be stopped and 1 game medal will be paid out. Note that the "-" in the figure indicates that any symbol may be stopped and displayed; for example, in the case of "Bell - Bell" corresponding to number 23, if bells are stopped and displayed on the active line of the left reel M51 and the right reel M53, 11 game medals can be won regardless of the symbol that is stopped and displayed on the active line of the center reel M52.
[0035] Next, FIG. 10 is a list of condition devices in the first embodiment. In FIG. 10, the condition device numbers are referred to as winning numbers, and hereinafter, the condition device numbers may also be referred to as winning numbers. In the first embodiment, replay roles are provided from REPLAY-A to REPLAY-D3 (winning numbers 1 to 6), and the replay roles displayed as stopped can vary depending on the stopping order and stopping positions of the left reel M51, center reel M52, and right reel M53. Here, in the first embodiment, as shown in the "CONDITION DEVICE" section in the rightmost column, multiple types of condition devices can be displayed as stopped depending on the stopping order and stopping positions of the left reel M51, center reel M52, and right reel M53. Among the multiple types of condition devices, condition devices with the same winning number are grouped together and illustrated in the "CONDITION DEVICE (NAME)" section in the third column from the right. Specifically, for example, in the "replay-A" condition device corresponding to winning number 1, three types of condition devices, "replay 01," "replay 02," and "replay 03," can be displayed in a stopped state depending on the stopping order and stopping positions of the left reel M51, the center reel M52, and the right reel M53. Note that the "condition device (name)" may be simply referred to as the condition device. Furthermore, a condition device related to a replay, such as "replay 01," may be referred to as a "replay role," a condition device that pays out game medals upon winning a prize, such as "prize 01," may be referred to as a "minor role," and a condition device that starts a BB by stopping and displaying a prize, such as "Type 1 BB-A," may be referred to as a "BB role." Furthermore, if the winning numbers 21 to 23 and 25 to 27 are won, the BB role and the small role will be won in combination, and in such a case, when the left stop button D41, the middle stop button D42 and the right stop button D43 are operated at a position where the symbol corresponding to the winning small role can be stopped and displayed, the symbol corresponding to the BB role will not be stopped and displayed, but the symbol corresponding to the small role will be stopped and displayed, whereas when the left stop button D41, the middle stop button D42 and the right stop button D43 are operated at a position where the symbol corresponding to the small role will not be stopped and displayed (cannot be pulled in), the symbol corresponding to the BB role will be stopped and displayed, but the symbol corresponding to the small role will be stopped and displayed.Specifically, for example, when "Type 1 BB-B+Winning-C" which is the condition device for winning number 21 is won, either a cherry which is "Winning 12" or "Winning 13" or a black seven which is "Type 1 BB-B" can be stopped and displayed. More specifically, when the reels are stopped in the order of left reel M51 → center reel M52 → right reel M53, (1) if the left stop button D41 is operated at the operation timing when the symbol numbers 0 to 4 (see the reel arrangement in FIG. 6) are located on the top row of the left reel M51 at the first stop, the symbol number 4 corresponding to "Winning 12" will stop on the top row of the left reel M51, and "Winning 12" will be stopped and displayed regardless of the stop positions of the center reel M52 and the right reel M53. (2) If the left stop button D41 is operated at the timing when the symbol numbers 5 to 12 are located on the top row of the left reel M51 at the first stop, the symbol number 6, 11, or 16 corresponding to "Winning 13" will stop on the top row of the left reel M51, and "Winning 13" will be displayed regardless of the stopping positions of the center reel M52 and the right reel M53. (3-1) If the left stop button D41 is operated at the timing when the symbol numbers 13 to 19 are located on the top row of the left reel M51 at the first stop, the symbol number 17 or 19 corresponding to "Type 1 BB-B" will stop on the top row of the left reel M51. (3-2) If the middle stop button D42 is operated at the timing when symbols number 14 to 18 are positioned in the middle of the middle reel M52 during the second stop, symbol number 18, which corresponds to "Type 1 BB-B", will stop in the middle of the middle reel M52. Then, if the right stop button D43 is operated at the timing when symbols number 13 to 17 are positioned in the lower part of the right reel M53 during the third stop, symbol number 17, which corresponds to "Type 1 BB-B", will stop in the lower part of the right reel M53, and a BB role will be achieved. The stop indicator will be displayed. (3-3) If the middle stop button D42 is operated at the timing when symbol numbers 19 to 13 are located in the middle of the middle reel M52 during the second stop, symbol number 18, which corresponds to "Type 1 BB-B", will not be able to stop in the middle of the middle reel M52, and none of the condition devices will display a stop indicator.
[0036] Next, in the "role" section, the role of the "condition device (name)" is illustrated. The "normal replay" corresponding to winning number 1 is a condition device related to replay in which a replay role is stopped and displayed without transitioning to the RT state, regardless of the order in which the stop buttons are pressed. The "reverse push white 7 replay" corresponding to winning number 2 is a condition device related to replay in which a replay role is stopped and displayed without transitioning to the RT state, regardless of the order in which the stop buttons are pressed. By operating the stop button at the timing when the symbol numbers in the range of 18 to 2 on the right reel M53, the range of 9 to 13 on the center reel M52, and the range of 5 to 10 on the left reel M51 are located at the bottom of each reel, "white sevens" are displayed stopped at the bottom of the right reel M53, center reel M52, and left reel M51, and from the player's perspective, the white sevens appear lined up in the bottom rows. In addition, in a game in which replay-B is won and the AT addition lottery is won, the player is informed that they have won the AT addition lottery by executing an effect instructing them to aim for "white sevens" by pressing the button in reverse (details to be described later). The "Sequential Push Black Sevens Replay" corresponding to winning number 3 is a condition device for replay in which a replay symbol is displayed as stopped regardless of the order in which the stop button is pressed, and the RT state does not change. By pressing the reels in order (stopping the reels in the order of left reel M51 → middle reel M52 → right reel M53), and operating the stop button at the timing when the symbol numbers in the range of 13 to 19 on the left reel M51, the symbol numbers in the range of 14 to 18 on the middle reel M52, and the symbol numbers in the range of 13 to 17 on the right reel M53 are located at the bottom of each reel, "black sevens" are displayed as stopped symbols on the bottom of the left reel M51, middle reel M52, and right reel M53, and the player sees the black sevens lined up in the bottom row. Furthermore, in games in which the player wins Replay-C and the AT addition lottery, the device is configured to notify the player that they have won the AT addition lottery by executing an effect instructing them to aim for the "black seven" by pressing the buttons in order (details will be described later).
[0037] Furthermore, "RT Maintenance RP1** (3 choices)" corresponding to winning number 4 is a condition device in which the replay role that is stopped and displayed can differ depending on whether the first stopped reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated); if the first stopped reel is the left reel M51, replay 01, replay 02, or replay 03, which do not result in a transition to the RT state, will be stopped and displayed, and if the first stopped reel is the middle reel M52 or the right reel M53, replay 04, which may result in a transition from the RT state "RT1" to "RT0", will be stopped and displayed. Furthermore, "RT Maintenance RP*1* (3 choices)" corresponding to winning number 5 is a condition device in which the replay role that is stopped and displayed can differ depending on whether the first stopped reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated); if the first stopped reel is the middle reel M52, replay 03, which does not result in a transition to the RT state, is stopped and displayed, and if the first stopped reel is the left reel M51 or the right reel M53, replay 04, which may result in a transition from the RT state "RT1" to "RT0", is stopped and displayed. Furthermore, "RT Maintenance RP**1 (3 choices)" corresponding to winning number 6 is a condition device in which the replay role that is stopped and displayed can differ depending on whether the first stopped reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated); if the first stopped reel is the right reel M53, replay 01 or replay 03, which do not result in a transition to the RT state, are stopped and displayed, and if the first stopped reel is the left reel M51 or the middle reel M52, replay 04, which may result in a transition from the RT state "RT1" to "RT0", is stopped and displayed.
[0038] Also, "Push Order Bell 123" to "Push Order Bell 321", which correspond to winning numbers 7 to 12, are condition devices that can change the winning small role depending on which of the six reel stopping orders is selected. For example, "left reel M51:1, middle reel M52:2, right reel M53:3", and in the case of "123", it means that the reels should be pressed in the order of "left reel M51 → middle reel M52 → right reel M53". For example, in the case of "Winning-A1" (winning number 7), if the reels are pressed in the order of "123" = "left → middle → right" (correct pressing order), the symbol combination "Winning 01", which can win the maximum number of 11 game medals, will be displayed. Note that "123" in "Push Order Bell 123" indicates the pressing order (reel stopping order) that can win the maximum number of medals for that winning number. Furthermore, if the reels are stopped in a push order other than the one that can obtain the maximum number of coins, that is, if the push order is not correct, one coin will be paid out, and by configuring it in this way, it is possible to create multiple game states with different profit rates for the player, such as navigating the push order for the replay role or the push order for the bell in AT-related states such as "AT state" (displaying the push order that will result in the highest profit on the push order display device D270), and not navigating the push order in AT-related states such as "normal game state." The AT-related states will be described later.
[0039] In addition, the "Common Bell" corresponding to the winning number 13 can win 11 game medals, which is the maximum number of medals won, regardless of which of the winning numbers 04 to 07 stops. In other words, it is a condition device that can win the maximum profit regardless of the order in which you press the buttons, and is sometimes called the "Order-independent Bell." In addition, the "Watermelon A" corresponding to the winning number 15 is configured to make it easy to line up three watermelons (either Watermelon A or Watermelon B) in parallel lines. For example, the winning number 60 in Figure 9, 14, is three Watermelon A's lined up in the middle of each reel. Furthermore, "Watermelon B," corresponding to winning number 16, is configured to facilitate the alignment of three watermelons (either Watermelon A or Watermelon B) in a diagonal line. For example, winning number 66 in FIG. 9 results in three watermelons aligned diagonally downward to the right, such as Watermelon B on the top row of the left reel M51, Watermelon B on the middle row of the middle reel M52, and Watermelon A on the bottom row of the right reel M53. Furthermore, "BB Medium Weak Rare Minor Symbol (Diagonal Bell Alignment)," corresponding to winning number 17, is a conditional device that allows three bells to line up on an active line. As will be described in detail later, this is a conditional device that executes an AT addition lottery when won during BB. Furthermore, "BB Medium Strong Rare Minor Symbol (V-shaped Bell Alignment)," corresponding to winning number 18, is a conditional device that allows bells to stop and be displayed on the top row of the left reel M51, the middle row of the middle reel M52, and the top row of the right reel M53. As will be described in detail later, this is a conditional device that executes an AT addition lottery when won during BB.
[0040] Next, in the "bonus winning information" field, a numerical value from 0 to 3 is assigned to each winning number. In the first embodiment, the winning number that does not include a bonus (BB combination) has the bonus winning information set to 0, and as for the winning numbers that include a bonus (BB combination), the bonus winning information for the winning number (19) that includes 1 type BB-A is set to 1, the bonus winning information for the winning numbers (20 to 23) that include 1 type BB-B is set to 2, and the bonus winning information for the winning numbers (24 to 27) that include 1 type BB-C is set to 3. By storing the bonus winning information in the main control board M, it is possible to store information regarding whether or not a BB has been formed and which BB combination has been won. The details of the bonus winning information will be described later.
[0041] Next, in the "prize winning / replay winning information" field, a numerical value from 0 to 18 is assigned to each winning number. In the first embodiment, winning numbers that do not include a replay role or a small role (winning number 0 corresponding to a miss and winning numbers 19, 20, 24 corresponding to a bonus) have a prize winning / replay winning information of 0, and winning numbers that include a replay role or a small role have prize winning / replay winning information of 1 to 18 assigned to each condition device. By storing the prize winning / replay winning information in the main control board M, it is possible to store information regarding which replay role or small role has been won. Details of the prize winning / replay winning information will be described later.
[0042] Next, in the "effect group number" field, a number between 0 and 11 is assigned to each winning number. By transmitting the effect group number from the main control board M to the sub-control board S, the sub-control board S can determine the effect to be executed. Details of the effect group number will be described later.
[0043] Next, in the "Ball Payout Group Number" field, a number between 0 and 13 is assigned to each winning number. The main control board M stores the ball payout group number, and by using the stored ball payout group number when executing a lottery related to the AT (for example, an AT lottery or an AT add-on lottery), the program and data capacity for executing the lottery process related to the AT can be reduced. Note that even if a condition device with a ball payout group number of 0 wins, the AT lottery and the AT add-on lottery will not be executed. On the other hand, if a condition device with a ball payout group number other than 0 wins, the AT lottery or the AT add-on lottery can be executed. Note that the details of the ball payout group number will be described later. Also, even if a condition device with a ball payout group number of 0 wins, the AT lottery or the AT add-on lottery can be executed. In such a configuration, it is preferable to configure the lottery result to always be a loss (non-winning) when a condition device with a ball payout group number of 0 wins and the AT lottery or the AT add-on lottery is executed.
[0044] Next, Figure 11 is a list showing the lottery probability (also called winning rate or winning probability) of the winning number (also called condition device number or winning role) and bonus (also called BB or BB role) for the small role and re-play role in the first embodiment determined by the role lottery means. In the same figure, the winning rate of the winning number is illustrated.
[0045] First, we will explain the lottery probability in "RT0," "RT1," and "RT2" when the BB is not activated. In the first embodiment, the appearance rate (lottery probability) of winning combinations (especially replay combinations) can vary depending on the RT state. The "replay combination" (the total appearance rate of all replay combinations) is higher in "RT1" than in other RT states. Furthermore, "REPLAY04" (a so-called "falling replay combination" that can be displayed as a stop symbol for winning numbers 4 to 6 when the mode is "RT1" and no bonus is won, and when a symbol combination corresponding to the replay combination is displayed as a stop symbol, the mode transitions to "RT0"). It is mainly won in "RT1" and almost never appears in "RT0." In "RT2," "REPLAY04" can appear as a stop symbol for winning numbers 4 to 6, but the RT state does not transition even when "REPLAY04" is displayed as a stop symbol. Furthermore, if "Replay 04" is displayed as stopped in "RT1", a fall animation (for example, "Too bad" displayed on the animation display device S40) is executed to indicate that the game has transitioned to "RT0", i.e., that the RT state has fallen. Conversely, if "Replay 04" is displayed as stopped in "RT0", the fall animation may not be executed. By configuring the game in this way, even though "Replay 04" is displayed as stopped, the fact that the fall animation was not executed allows the player to recognize that they have won a Big Bonus, thereby increasing the enjoyment of the game. Furthermore, if the game is configured in this way, the sound effect output when "Replay 04" is displayed as stopped may be different from the sound effect output when a replay role other than "Replay 04" (for example, "Replay 01" which does not transition the RT state) is displayed as stopped. By configuring it in this way, it is possible to make it easier for the player to recognize that "Replay 04" has stopped being displayed. In addition, the player may remain in "RT1" in both cases: when there is no push-order navigation for AT (for example, "normal game state," sometimes referred to as a non-AT game state) and when there is a state where push-order navigation for AT may be displayed (for example, "in AT state," sometimes referred to as an AT game state). At this time, when a winning number is selected that has the potential to transition (fall) from "RT1" to "RT0", the system may be configured not to output a special sound effect indicating that there is a possibility of the RT state falling when in a non-AT game state, based on the operation of the start lever D50. This makes it possible to transition the game state without letting the player know that there is a possibility of falling to "RT0" when in a non-AT game state. On the other hand, when in an AT game state, the system may be configured to output a special sound effect indicating that there is a possibility of the RT state falling based on the operation of the start lever (and to notify the player of the push-order navigation that displays a replay role that does not cause the RT state to fall). This allows players to operate the stop button D40 after a special sound effect is announced, taking care not to drop out of the RT state. In addition, "Replay 05" (a replay symbol that, when displayed in the AT state, indicates that the AT bonus lottery has been won), which can be displayed when the winning number is 2 or 3, mainly appears in "RT1" and hardly appears in other RT states. The state transitions related to the RT state associated with the display of these replay symbol combinations will be described later. Furthermore, as will be described later, in the first embodiment, the push order navigation that notifies the player of the reel stop order that is most advantageous to the player can be executed by the push order display device D270 and the effect display device S40. It should be noted that there is no problem in changing the lottery probability as appropriate. Furthermore, in the first embodiment, the bonus is configured to overlap with small wins, and overlaps with Watermelon A, Watermelon B, and some cherries. Specifically, winning numbers 21-23 and 25-27 are conditions where bonuses and minor wins overlap.
[0046] Also, in a situation where the "RT2" mode is selected, the BB has been won, and the BB has not yet been activated. Therefore, if the BB role of winning numbers 20 and 24 (a single BB role that does not overlap with the small role, and is sometimes referred to as a single BB role or a single BB) is won, the new win of the BB role will be invalid, and only the win of the small role will be valid. Specifically, for example, in a situation where the "RT2" mode is selected (carried over) and the "Type 1 BB-A" of winning number 24 is won, the Type 1 BB-C of said winning number 24 will be invalid. In other words, the situation will be the same as if the "loser" of winning number 0 was won. Furthermore, the carried over Type 1 BB-A will continue to be a winning role. Furthermore, in the "RT2" situation, since the BB has been won and the BB has not yet been activated, if a win occurs on a condition device where the BB role overlaps with the small role of winning numbers 21-23 and winning numbers 25-27, the new win of the BB role will be invalid, and only the win of the small role will be valid. Specifically, for example, in the "RT2" situation, and a Type 1 BB-A has been won (carried over), if the "Type 1 BB-B + Prize-C" of winning number 21 is won, the Type 1 BB-B associated with the winning number 21 will be invalid, and only Prize-C will be valid. In other words, the situation is the same as when the "Prize-C" of winning number 14 is won. Note that the carried-over Type 1 BB-A will continue to be won. Note that overlap with the bonus role is not limited to the small role, and overlap with part of the replay role may also occur. For example, part of the replay role of winning numbers 4-6 may overlap with the bonus role. In this way, by overlapping the bonus with the condition device including the RT transition replay (a replay role that can cause the RT state to transition), there is a possibility that the bonus will be won even when the condition device including the RT transition replay is won, and even if the RT transition replay is stopped and displayed, the bonus will not be denied, so it is possible to give the player hope.In addition, when configured in this way, the RT state is controlled not to transition even if the RT transition replay is stopped and displayed.This allows the player to increase his interest in the game by noticing that the replay probability is low (he frequently wins a replay) even though the RT state should be transitioning (transitioning to an RT state with a relatively low replay probability), and thus the player may be more likely to win a bonus.
[0047] Next, the lottery probability in "Type 1 BB-A, B, C" when BB is activated will be described in detail. In the first embodiment, during BB operation, three small roles can be won: "Common bell" of winning number 13, "BB weak rare small role (diagonal bell alignment)" of winning number 17, and "BB strong rare small role (V-shaped bell alignment)" of winning number 18, and when "BB weak rare small role (diagonal bell alignment)" or "BB strong rare small role (V-shaped bell alignment)" is won during the operation of a BB that has been won in the "AT state", an AT addition lottery is executed (details will be described later).
[0048] The upper part of the figure illustrates the appearance rate of minor prizes when the setting value is 1. The appearance rate of the common bell (winning number 13) is uniform regardless of the RT state. However, as shown in the lower part of the figure, the appearance rate of the common bell varies depending on the setting value (six levels in this example). Specifically, the number of balls placed in setting 1 is 3204, the number of balls placed in setting 2 is 3404, the number of balls placed in setting 3 is 3604, the number of balls placed in setting 4 is 3904, the number of balls placed in setting 5 is 4204, and the number of balls placed in setting 6 is 4504. The appearance rate is configured to increase as the setting value increases. For example, if a player plays while counting the number of common bell appearances (number of wins), frequent wins of the common bell will allow the player to play with the expectation that the setting value for the gaming machine being used is relatively high. Furthermore, the higher the setting value, the higher the expected value per game, and the higher the setting value, the higher the payout rate. The appearance rate of the common bell is configured to differ depending on the setting value, but depending on whether the common bell is won, the AT lottery, AT additional lottery, and high probability state transition lottery described below will not be executed, so it is configured not to affect the AT state transition lottery (also called the AT lottery).
[0049] The middle section of the figure is a list of expected values when push order navigation is enabled. The figure shows the average payout per game (the average number of medals paid out for winning small roles, also referred to as the expected number of gaming media obtained in one game) and the expected medal increase / decrease per game (the ratio of the number of medals paid out to the number of medals inserted when playing with a three-coin bet; if the expected value is greater than 1, the medals will increase, while if the expected value is less than 1, the medals will decrease). The average payout per game can be calculated as follows: "Total number of replay combinations (total number of combinations for winning numbers 1-6) × number of payouts for replay combinations (3 coins) + total number of small combinations (11 coin combinations) (small combination appearance rate) (total number of combinations for winning numbers 7-16) × number of payouts for small combinations (11 coin combinations) (11 coins) / total number of combinations (65536)." The expected medal increase / decrease per game can be calculated as follows: "Average number of payouts per game / number of medals inserted per game (3 coins)." The number of medals inserted per game (number of gaming media inserted to play one game) is three, and when the average payout per game is greater than three, the expected medal increase / decrease per game is greater than one. As shown in the figure, in the first embodiment, "RT1" has the largest expected medal increase / decrease per game. Note that the numerical values in the figure do not take into account the increase or decrease in medals due to bonuses. In other words, if a game is played in a situation where push order navigation occurs (also referred to as when the game is played in the optimal operation mode or the advantageous operation mode), medals will increase in "RT1". Note that in "RT0" and "RT2", although not shown, in a situation where push order navigation does not occur, the expected increase or decrease in medals per game is a value smaller than 1, and medals will decrease.In the first embodiment, when push order navigation is provided in "RT0" or "RT2", the expected value of medal increase or decrease per game is greater than 1, but this is not limited to this, and the expected value of medal increase or decrease per game when push order navigation is provided in "RT0" or "RT2" may be configured to be less than 1. When a symbol combination that results in a replay role is stopped and displayed, the number of medals bet in the previous game (3 medals) is actually automatically bet, but when calculating the expected value of medal increase or decrease in the first embodiment, it is calculated assuming that 3 medals will be paid out. In addition, one game may be referred to as one game.
[0050] In addition, the average payout per game in each RT state is 3.511291504 when the RT state is "RT0," 4.737915039 when the RT state is "RT1," and 3.67137146 when the RT state is "RT2." The expected medal gain or loss per game in each RT state is 1.170430501 when the RT state is "RT0," 1.579305013 when the RT state is "RT1," and 1.223790487 when the RT state is "RT2." When push order navigation is enabled, the RT state "RT1" is the most advantageous RT state for players. These figures are for setting 1. It should be noted that the winning numbers and bonus lottery probabilities for the above-mentioned small roles and replay roles are merely examples, and for example, the expected medal increase / decrease value per play in "RT2" when BB is internally established (expected medal increase / decrease value when push order navigation is present) may be configured to be less than 1. By configuring it in this way, in a situation where push order navigation occurs and it is "RT2" (when BB is internally established), even if a bonus is not lined up in a game in which a bonus can be lined up, the number of medals held will gradually decrease, and it is possible to prevent strategies such as increasing the number of medals held by intentionally not lined up in a game in which a bonus can be lined up in a situation where push order navigation occurs and it is "RT2" (when BB is internally established). Specifically, it is preferable to design the probability of losing in "RT2" to be higher than the probability of winning all the small roles (prize-A1 to prize-I) that are won in "RT2", and it is preferable to determine the winning probability of the replay role so that it is designed in this way (if the winning probability of the replay role is designed to be high, the probability of losing will be lower accordingly, so it is preferable to design it so that the winning probability of the replay role is not too high).In addition, in "RT2" in this example, the winning probability of all the small roles combined is 18784 / 65536, the winning probability of all the replays combined is 12501 / 65536, and the probability of losing is 34251 / 65536 (see Figure 11), and it is designed so that the probability of losing is higher than the winning probability of all the small roles combined.
[0051] Furthermore, as shown in Figure 11, in the first embodiment, the appearance of type 1 BB-A occurs. The rate is assigned the same number of 40 for all settings from 1 to 6. Also, the appearance rate of type 1 BB-C is assigned the same number of 160 for all settings from 1 to 6. In contrast, the appearance rate of type 1 BB-B is assigned 160 for setting 1, 180 for setting 2, 200 for setting 3, 220 for setting 4, 240 for setting 5, and 270 for setting 6. In other words, the appearance rate of type 1 BB-B is assigned different numbers depending on the setting. Thus, type 1 BB-A and type 1 BB-C function as BBs without setting differences (type 1 BB-A and type 1 BB-C are sometimes called setting-independent BBs or setting-independent bonuses), while type 1 BB-B functions as a BB with setting differences (type 1 BB-B is sometimes called setting-independent BBs or setting-independent bonuses). Furthermore, the appearance rate of Type 1 BB-A, Type 1 BB-B, and Type 1 BB-C is uniform regardless of the RT state (between "RT0" and "RT1"). The appearance rate of Type 1 BB-A and Type 1 BB-C (combined) is the same regardless of the set value, but the appearance rate of Type 1 BB-B (combined) differs depending on the set value. The combined appearance rate as the appearance rate of Type 1 BB-B is the same even if the set value is different, but the appearance rate of each winning number may be configured to differ depending on the set value, and even in such a case, Type 1 BB-B may be referred to as BB with setting difference.
[0052] Next, the electrical configuration of the slot machine P according to the first embodiment will be described with reference to the block diagram of FIG. 12. The slot machine according to the first embodiment is configured with a main control board M that controls the progress of the game, and a sub-control board S, a door board D, a slot board K, a power supply board E, a relay board IN, a setting key switch M20, a setting / reset button M30, and other components connected to each other so that data can be exchanged. The solid lines in the figure indicate the movement related to data exchange, and the dashed lines indicate the power supply route. The power supply route is not limited to this; for example, power may be supplied from the power supply board E to the relay board IN or the door board D without passing through the main control board.
[0053] The main control board M (sometimes referred to as the main control means, main board, main control means, main board, or main gaming unit) is the board that controls the overall progress of the game played on the reel-type gaming machine P. The main control board M is equipped with a main control chip C, which is equipped with a CPU C100 (sometimes referred to as the CPU MC), an internal ROM C110, an internal RAM C120, and other components that are connected via a bus to enable data exchange. The main control board M receives signals indicating the operation of the start lever D50 or other components from the door board D mounted on the front door DU, and outputs control commands (or control signals) to the sub-control board S, the door board D, the reel board K, and other components, thereby controlling the operation of these various boards. (For example, by outputting an instruction number (also referred to as a push order number, instruction information, or operation information) to the sub-control board S, the sub-control board S can execute push order navigation on the performance display device S40.)
[0054] Similarly to the main control board M, the sub-control board S (sometimes referred to as sub-control means, sub-board, sub-control means, sub-board, or sub-game section) is also equipped with a sub-control chip SC, which is provided with a CPU SC100, ROM, RAM, etc., and is configured to be connected via a bus so that data can be exchanged between them. Also connected to the sub-control board S are various LED lamps S10 (including a bet button lamp S50 and a stop button lamp S60), a speaker S20, a performance display device S40, a reel backlight (also referred to as a back lamp) S30, etc. The reel backlight S30 is a light provided inside each of the left reel M51, center reel M52, and right reel M53, which illuminates the patterns drawn on the reel surfaces from behind. The sub-control board S analyzes control commands received from the main control board M and outputs drive signals to various LED lamps S10, speakers S20, effect display devices S40, and reel backlights S30, thereby producing various effects. The reel backlights S30 in this example are equipped with multiple LEDs to allow players to individually identify nine areas: the top, middle, and bottom of the left reel; the top, middle, and bottom of the middle reel; and the top, middle, and bottom of the right reel. For example, the LED corresponding to the top of the left reel is illuminated while all other LEDs are off, allowing the player to identify that the top of the left reel is illuminated. The reel backlights S30 are also configured to implement a backlight effect (sometimes referred to as a "backlight effect") that indicates to the player that a specific symbol combination has been displayed by changing the illumination state of the reel backlights S30 when the specific symbol combination is displayed.
[0055] The door board D is provided with the above-mentioned insertion acceptance sensor D10s, the first insertion sensor D20s, the second insertion sensor D30s, a stop button D40 for stopping the spinning reel M50, a start lever D50 for starting the spinning of the reel M50, a settlement button D60 for paying out the accumulated game medals (credits) and inserted game medals and ending the game, various display panels D70 for displaying the game status (not shown, but the above-mentioned insertion number indicator light D210, start lever D50, etc.) The machine is connected to a number of display devices, including a credit count display D200, a favorable zone indicator YH, a door switch D80 for determining whether the front door is open or closed, resetting errors, and changing settings, and a blocker D100 for returning to the outlet D240 any medals (or other foreign objects) that are determined to be incompatible after being inserted. The door board D is also connected to the main control board M for data exchange. Therefore, when the start lever D50, stop button D40, or settlement button D60 on the front door DU is operated, a signal related to the operation is sent to the main control board M via the door board D. A signal indicating that the insertion acceptance sensor D10s has detected the passage of a medal is also sent to the main control board M via the door board D.
[0056] Furthermore, the reel circuit board K is connected to a reel motor K10 for rotating the reel M50 and a reel sensor K20 for detecting the rotational position of the reel M50. The reel circuit board K drives the reel motor K10 while detecting the rotational position of the reel M50 using the reel sensor K20, thereby enabling the reel M50 to stop at a predetermined stopping position. In addition, in the reel-type gaming machine of the first embodiment, a so-called step motor (sometimes called a stepping motor) is used for the reel motor K10. The step motor is set to 480 steps for one rotation of the reel M50. In addition, each reel (left reel M51, middle reel M52, right reel M53) is set to a predetermined number (for example, 20) of symbols of approximately uniform size, and the number of steps corresponding to one symbol is set to 24 steps (=480 / 20). Furthermore, there is no problem in changing the number of steps or the number of symbols per reel rotation.
[0057] Furthermore, the medal dispensing device H is connected to the main control board M via the relay board IN, and performs the operation of dispensing a predetermined number of game medals (for example, 10 medals) based on the control signal from the main control board M. The medal dispensing device H is also connected to a first dispensing sensor H10s and a second dispensing sensor H20s, which determine whether the medals have been dispensed correctly and measure the number of game medals dispensed, and a hopper motor H80 for rotating the disk H50.
[0058] These various control boards, and the power consumed by them, are supplied from the power supply board E (a board that controls the presence or absence of power supply by the power switch E10). In Figure 12, the dashed arrows show how power is supplied from the power supply board E. As shown in the figure, the main control board M and the sub-control board S receive power directly from the power supply board E, while the various boards (door board D, reel board K, and relay board IN) receive power via the main control board M. A predetermined amount of AC voltage (for example, 100V) is supplied to the power supply board E, and this power is converted to a specified DC voltage before being supplied to each control board and board.
[0059] Also connected to the main control board M are a setting key switch M20 used to execute a setting change device control process (to change settings), which will be described later, and a set / reset button M30 that can change setting values, reset errors, etc. The main control board M also has a reel control means that controls the rotation and stopping of the reels M50 (left reel M51, center reel M52, right reel M53), an AT lottery means that executes an AT transition lottery to transition to an "AT in progress state," which is a state related to the AT that is advantageous to the player, and an AT addition lottery that executes an AT addition lottery to increase the number of remaining AT games (or the counter value of the AT counter M60), which is the number of games that can be played in the "AT in progress state."
[0060] Next, FIGS. 13 to 36 are flowcharts showing the flow of general processing performed by the main control board M in the first embodiment.
[0061] The flowchart is primarily composed of processing steps (shown as rectangles), decisions (shown as diamonds), flow lines (arrows), and terminals (shown as rounded rectangles) indicating start, end, return, etc. Furthermore, when details of a processing step are shown in another flowchart, the part that references that other flowchart is shown as a subroutine (shown as a rectangle with double lines on the left and right). Here, during the development stage of a gaming machine, gaming machines with different specifications are sometimes developed at the same time, and in this example, the main processing is configured so that subroutines (subroutines that are not normally used) that are executed in gaming machines with different specifications are not left, thereby preventing processing related to unused subroutines that are not normally executed from being executed due to noise or fraudulent activity.
[0062] First, FIG. 13 is a flowchart showing the flow of processing executed for the first time by the CPUC100 of the main control board M after the power to the slot machine P is turned on (or upon system reset or user reset). First, in step 1000, after the power to the slot machine P is turned on, in step 1002, the CPUC100 of the main control board M executes timer interrupt initialization (here, the timer interrupt is not started, but only the type of timer interrupt is set; in subsequent processing, once the timer interrupt is started, the flowchart related to the timer interrupt processing described below is executed periodically). Next, in step 1004, the CPUC100 of the main control board M executes serial communication settings (settings of speed, data length, data transmission method, etc.) as function settings for the main control chip C. Next, in step 1006, the CPUC100 of the main control board M calculates a checksum from the start address of the RAM area to the address immediately preceding the checksum area. Next, in step 1008, the CPUC100 of the main control board M checks the RAM area (for example, based on the calculated checksum and the checksum data stored in the checksum area, checks whether the data stored in the internal RAMC120 is correctly retained after power-off and power-off restoration), and generates power-off restoration data. Next, in step 1010, the CPUC100 of the main control board M checks the switch state of the setting key switch M20. Next, in step 1014, the CPUC100 of the main control board M determines whether the setting key switch M20 is off.
[0063] If the answer is Yes in step 1014, then in step 1016, the CPU C100 of the main control board M references the on / off status of the power-off processing completion flag in RAM (which is set to On in step 1904) and the checksum status of all RAM (the check result in step 1006) to determine whether the power-off recovery data in RAM is normal. If the answer is Yes in step 1016, then in step 1020, the CPU C100 of the main control board M initializes the RAM area within the determined initialization range. Next, in step 1022, the CPU C100 of the main control board M restores the stack pointer based on the data related to the stack pointer saved during the power-off processing (step 1902). Next, in step 1036, the CPU C100 of the main control board M references the RAM area to determine whether the data related to the setting value in the RAM area is within the normal range (0 to 5 in this example). If the answer is Yes in step 1036, in step 1038, the CPU C100 of the main control board M reads the input port. Next, in step 1040, the CPU C100 of the main control board M starts the timer interrupt set in step 1002. Next, in step 1042, the CPU C100 of the main control board M turns off the power-off processing completion flag and returns to processing at the time of power-off according to the restored stack pointer.
[0064] Also, if the answer is No in step 1016, the CPU C100 of the main control board M sets a backup error indication (for example, sets an error number in a register area) in step 1024. Next, in step 1300, the CPU C100 of the main control board M executes unrecoverable error processing, which will be described later.
[0065] Also, if the answer is No in step 1036, in step 1046, the CPU C100 of the main control board M sets (for example, in the register area) a setting value error display (for example, to be displayed on the payout number display device D270). Next, in step 1300, the CPU C100 of the main control board M executes the irrecoverable error processing described later.
[0066] Also, if the answer is No in step 1014, in step 1028, the CPU C100 of the main control board M refers to the on / off state of the power-off processing completion flag in RAM (which is set to On in step 1904) and the checksum status of all RAM (the check result in step 1006) to determine whether the power-off recovery data in RAM is normal. If the answer is Yes in step 1028, in step 1030, the CPU C100 of the main control board M determines and sets (for example, sets in the register area) the RAM initialization range to a predetermined range excluding the memory area in RAM that stores setting values (setting value data), and proceeds to step 1034. The range not included in the RAM initialization range is not limited to the memory area that stores setting values (setting value data), but also includes the total cumulative number of games in the "advantageous zone," the total cumulative number of games in the game zone (advantageous zone + normal zone), the calculated stay rate in the "advantageous zone," etc. By configuring in this way, it becomes possible to calculate and display the ratio of time spent in the "advantageous zone" during play (advantageous zone ratio). The calculation process for the advantageous zone ratio is configured to calculate the ratio when a unit game ends. The advantageous zone ratio is displayed when the gaming machine is turned on (for example, displayed on a 4-digit 7-segment display). A specific display format is to repeatedly display the following order at 5-second intervals: advantageous zone ratio → consecutive feature ratio per 6000 games → feature ratio per 6000 games → cumulative consecutive feature ratio → cumulative feature ratio. The consecutive feature ratio is the "number of payouts when RB is activated / total payouts", and the feature ratio is the "number of payouts when RB, CB, or SB is activated / total payouts". On the other hand, if the answer is No in step 1028, in step 1032, the CPUC100 of the main control board M determines and sets (for example, sets in the register area) the initialization range of the RAM to a specific range that includes the memory area that stores the setting values (setting value data) in the RAM, and proceeds to step 1034. Next, in step 1034, the CPUC100 of the main control board M executes initialization of the RAM area within the initialization range determined in step 1030 or step 1032.Next, in step 1100, the CPU C100 of the main control board M executes a setting change device control process, which will be described later.
[0067] Although not shown, it is preferable to configure the temporary storage area (RAM area, etc.) mounted on the main control board M so that its initial value (value at the start of processing) is not a value that will result in the execution of a special game (to prevent the special game from being executed by mistake if the process for determining whether or not to execute the special game is executed due to noise or fraudulent activity immediately after the program processing starts). Also, although not shown, when storing random numbers such as winning random numbers in the RAM area of the main control board M, it is preferable to secure a dedicated storage area and configure the byte that stores information related to the random number to store only information related to the random number (not to store other information such as various timer values) (to prevent information related to the random number from being overwritten by noise, etc., when manipulating other data stored in the same byte).
[0068] Next, FIG. 14 is a flowchart of the setting change device control process, also referred to as the setting change mode, which is a subroutine of step 1100 in FIG. 13. First, in step 1102, the CPU C100 of the main control board M sets a stack pointer (initializes it to the starting address of the process). Next, in step 1104, the CPU C100 of the main control board M activates a timer interrupt. Next, in step 1106, the CPU C100 of the main control board M determines whether the setting value (setting value data) in the RAM area is within the normal range (0 to 5 in this example). Note that if the setting value (setting value data) is managed as 1 to 6, it is necessary to initialize the RAM and return the setting value to "1" when it becomes "0." Therefore, in this example, by managing the normal range of the setting value (setting value data) as 0 to 5, it is possible to eliminate the need for correction processing of the setting value (setting value data) after initializing the RAM (processing of steps 1106 and 1108), thereby shortening the processing time and reducing the processing capacity. If the answer is Yes in step 1106, in step 1108, the CPU C100 of the main control board M sets the setting value (setting value data) to a predetermined value (for example, 0 = the value most disadvantageous to the player) and proceeds to step 1110. On the other hand, if the answer is No in step 1106, it also proceeds to step 1110. Next, in step 1110, the CPU C100 of the main control board M displays on the error display LED (e.g., the payout number display device D270) that the setting change device is operating (e.g., "88" which lights up all segments), displays the setting value on the setting display LED (not shown) (the display related to the setting value is a number obtained by adding 1 to the setting value (setting value data) stored in RAM), and proceeds to step 1112. As mentioned above, the payout number display device D270 is also used to notify the push order. Because it is configured in this way, for example, if a malfunction has occurred in some of the 7-segment LEDs (some segments cannot be lit), incorrect information may be displayed when notifying the push order.To prevent such a situation, during the operation of the setting change device, by causing all seven segments of the payout number display device D270 to light up as "88", it is possible to confirm whether the seven segments are malfunctioning and prevent giving disadvantages to the player. Also, as a configuration related to the display of the set value (set value data), it may have a storage area of a RAM for set value display that stores data obtained by adding 1 to the set value (set value data) in the storage area that stores the set value, and may be configured to display the set value by referring to this storage area. Although not shown in the figure, after executing the process of step 1110, a process for transmitting a command indicating that the setting change mode has been entered is executed on the sub-control board S side.
[0069] Next, in step 1112, the CPU C100 of the main control board M determines whether the setting / reset button M30 has switched from off to on. If Yes in step 1112, in step 1114, the CPU C100 of the main control board M adds 1 to the current set value (set value data) (if the resulting set value (set value data) exceeds 5, the set value (set value data) becomes 0), and proceeds to step 1116. Also, even if No in step 1112, it proceeds to step 1116. Next, in step 1116, the CPU C100 of the main control board M determines whether the start lever D50 has switched from off to on. If No in step 1116, it proceeds to step 1112, and the processes of steps 1112 to 1116 are looped. If Yes in step 1116, in step 1118, the CPU C100 of the main control board M determines whether the setting key switch M20 has switched from on to off. If No in step 1118, the process of step 1118 is looped. On the other hand, if Yes in step 1118, in step 1120, the CPU C100 of the main control board M displays that the operation of the setting change device has ended on the error display LED (not shown), erases the display of the set value (set value data) of the setting display LED (not shown), and proceeds to the game progress control process of step 1200. Although not shown in the figure, after executing the process of step 1120, a process for transmitting a command indicating the end of the setting change mode is executed on the sub-control board S side.
[0070] Next, FIG. 15 is a flowchart of the unrecoverable error processing related to the subroutine of step 1300 (and called in other flowcharts) in FIG. 13. First, in step 1302, the CPUC100 of the main control board M disables interrupts (the flowchart related to the timer interrupt processing, described later, is not executed thereafter). Next, in step 1304, the CPUC100 of the main control board M sets the output port address and the number of output ports. Next, in step 1306, the CPUC100 of the main control board M turns off the output ports (0 to 6 in this example, which are display outputs to various LEDs and drive outputs to various motors). Next, in step 1308, the CPUC100 of the main control board M sets the next port output address (repeating this process sequentially stops display outputs to various LEDs and drive outputs to various motors). Next, in step 1310, the CPUC100 of the main control board M determines whether output to each output port has ended. If the answer is Yes in step 1310, then in step 1312 the CPU C100 of the main control board M will display the set error (some kind of error occurred when this process was executed), repeat the execution of this process, and when the power supply voltage drops a reset signal is input, terminating the process (i.e., an infinite loop will be entered, and no operations to prompt a return will be accepted). If the answer is No in step 1310, then the process proceeds to step 1306. The processes of steps 1306 to 1310 are processes to clear the output to the LED and motor (however, external output signals are not cleared, so it is possible to output information about the error and the game progress at the time the error occurred to the hall computer).
[0071] Next, Figure 16 is a flowchart of the game progress control process (first page) related to the subroutine of step 1200 in Figure 14. First, in step 1202, the CPUC100 of the main control board M sets the stack pointer (initialized to the starting address of the process). Next, in step 1203, the CPUC100 of the main control board M sets the data in the RAM area necessary for the game (for example, the maximum number of bets, the valid lines for winning, etc.). Note that step 1203 sets the data used in the previous game {for example, conditional data The process also includes setting data (data of "0" to clear the RAM address) to clear the {placement number (winning number), performance group number, instruction information}. Alternatively, the condition device number, performance group number, instruction information, etc. may be configured not to be cleared, and instead overwritten with the number selected when the next game is executed. Next, in step 1204, the CPUC100 of the main control board M sets the RT state for the game (for example, "RT0"). (The RT state determined in step 1704 of Figure 27 is set.) Next, in step 1205, the CPUC100 of the main control board M sets a command (a command to the sub-system) related to the RT state set in step 1204. The process of setting the RT state may also be performed in step 1704 of Figure 27. Alternatively, a command (a command to the sub-system) related to the RT state may be set in step 1704. Furthermore, when transmitting the RT state to the sub-system, it is not necessary to transmit it constantly; the system may be configured to transmit the RT state to the sub-system only when the game section is in the "advantageous section". Next, in step 1206, the CPUC100 of the main control board M sets the state related to the AT in the game (for example, "AT in progress"). (It sets the state related to the AT determined in steps 1420 and 1429 in Figure 21, steps 1435, 1439, and 1443 in Figure 22, and steps 1444-3 and 1444-4 in Figure 23). Next, in step 1207, the CPUC100 of the main control board M sets a command (a command to the sub-system) related to the state related to the AT set in step 1206. The process of setting the state related to the AT may also be performed in steps 1416 and 1428 in Figure 21, step 1438 in Figure 22, and step 1444-1 in Figure 23. Furthermore, when transmitting the status related to the AT to the sub-system, it is not necessary to transmit it constantly; the system may be configured to transmit the status related to the AT to the sub-system only when the game section is an "advantageous section". Next, in step 1208, the CPUC100 of the main control board M sets the game section for the game (for example, an "advantageous section") (it sets the game section determined in steps 3510, 3516, and 3520 in Figure 31).Next, in step 1208-1, the CPUC100 of the main control board M sets the command (command to the sub-side) related to the game section set in step 1208. Next, in step 1209, the CPUC100 of the main control board M determines whether or not the medal dispensing device H is full of game medals. Specifically, it is equipped with a medal auxiliary tank HS (details will be described later) for storing medals that overflow from the medal dispensing device H, and the determination is made by the conduction / non-conductivity of current by two full-capacitation electrodes DE (details will be described later) that can enter the inside of the medal auxiliary tank HS (if current conducts through the medals, it is determined to be full). If the answer in step 1209 is Yes, the program proceeds to step 1218.
[0072] On the other hand, if the answer is No in step 1209, then in step 1210 the CPU C100 of the main control board M turns on the medal full error flag (for example, updates the medal full error flag area in the RAM area with a value equivalent to ON). Next, in step 1212, the CPU C100 of the main control board M displays an error number corresponding to the medal full error on a 7-segment LED (for example, the storage display LED or the number of medals acquired LED). Next, in step 1214, the CPU C100 of the main control board M determines whether the medal full error has been resolved (for example, whether the current is not conducted by the two full detection electrodes provided on the medal auxiliary tank HS and the set / reset button M30 has been pressed). If the answer is Yes in step 1214, then in step 1216 the CPU C100 of the main control board M turns off the medal full error flag (for example, updates the medal full error flag area in the RAM area with a value equivalent to OFF), and proceeds to step 1218. On the other hand, if the answer is No in step 1214, the process proceeds to step 1212. Next, in step 1218, the CPU C100 of the main control board M permits the insertion of medals (the insertion operation will be automatically executed in the next game after the replay role), and proceeds to the next process (the process of step 1220). Here, in step 1218, the blocker D100 is turned on (the process formed by the medal flow path). Specifically, if a replay role was achieved in the previous game, the blocker D100 is turned on under the condition that the current number of accumulated credits is less than a predetermined value (50 in this example). In other words, if the current number of accumulated credits is equal to the predetermined value, the blocker D100 is not turned on. On the other hand, if a replay role was not achieved in the previous game, the blocker D100 is turned on regardless.By configuring it in this way, even if a replay role is established, if the number of accumulated credits (credits) has not reached a predetermined value, game medals can be inserted, and the player can play rhythmically (without feeling uncomfortable) even when the player is in an RT state (for example, "RT1") in which the probability of winning a replay role is higher than in RT states such as "RT1", or when a replay role that is difficult to tell from the outside is stopped (a replay disguised as a minor role: a symbol combination such as bell-bell-bell on an invalid line or a cherry stopped on the left reel) has stopped.
[0073] Next, FIG. 17 is a flowchart of the game progress control process (second page) related to the subroutine of step 1200 in FIG. 16. First, in step 1220, the CPU C100 of the main control board M determines whether or not game medals have been bet or saved (no credits exist). If the answer is Yes in step 1220, in step 1221, the CPU C100 of the main control board M determines whether or not the setting value display condition is met (for example, the condition is met when the door switch D80 and the setting key switch M20 are all on). If the answer is Yes in step 1221, in step 1222, the CPU C100 of the main control board M displays the setting value on the setting display LED (not shown, but this may also be the payout number display device D270, the credit number display device D200, or the insertion number indicator light D210) (transition to setting confirmation mode), and transitions to step 1221 on the condition that the setting key switch M20 is turned off. When the transition conditions for the setting change mode are met, the CPU 100 executes a process for sending a command to the sub-control board S side indicating that the setting change mode should be started, and when the termination conditions for the setting change mode are met, the CPU 100 executes a process for sending a command indicating that the setting change mode should be terminated. If the answer is No in step 1220 or step 1221, in step 1224, the CPU 100 of the main control board M executes management related to the insertion and settlement of game medals. Next, in step 1225, the CPU 100 of the main control board M checks the number of game medals that can be accepted. Next, in step 1226, the CPU 100 of the main control board M determines whether the blocker D100 is on. If the answer is Yes in step 1226, in step 1227, the CPU C100 of the main control board M determines whether the first input sensor D20s or the second input sensor D30s is on (in the first embodiment, there are two input sensors for detecting the insertion of medals, and when the first input sensor D20s or the second input sensor D30s is on, it is determined that one game medal has been accepted).If the answer is Yes in step 1227, then in step 1230 the CPU C100 of the main control board M determines whether the first insertion sensor D20s and the second insertion sensor D30s are off (if the first insertion sensor D20s or the second insertion sensor D30s turns on and then the first insertion sensor D20s and the second insertion sensor D30s turn off, it is determined that the received one game medal has passed through the first insertion sensor D20s and the second insertion sensor D30s). If the answer is Yes in step 1230, then in step 1231 the CPU C100 of the main control board M determines that the insertion of one normal game medal has been received. Although not shown, after step 1231, the CPU C100 of the main control board M determines whether the credits are at the upper limit (50 in this example) and the number of bets is at the maximum (3 in this example), and if it determines Yes, it controls the blocker D100 to be OFF (a state in which no medal flow path is formed). If the result is No in step 1230, the processing of step 1230 is repeated, and if the result is No in step 1226 or step 1227, it proceeds to step 1232.
[0074] Next, in step 1232, the CPU C100 of the main control board M determines whether the settlement button D60 has been operated. If the answer is Yes in step 1232, then in step 1233, the CPU C100 of the main control board M determines whether there are any remaining credits or betted game medals. If the answer is Yes in step 1233, then in step 1234, the CPU C100 of the main control board M turns on a hopper drive flag (a flag in the RAM area that is turned on when the hopper motor H80 is being driven) and executes the payout of one game medal. Next, in step 1236, the CPU C100 of the main control board M determines whether the first payout sensor H10s or the second payout sensor H20s is on (in the first embodiment, there are two payout sensors for detecting the payout of medals, and when the first payout sensor H10s or the second payout sensor H20s is on, it is determined that the payout operation of one game medal is being performed). If the answer is Yes in step 1236, the process proceeds to step 1247. Although not specified in the flowchart, if the previous game was a replay role, only the remaining number of credits will be subject to settlement.
[0075] On the other hand, if the answer is No in step 1236, then in step 1241 the CPU C100 of the main control board M determines whether a predetermined time (e.g., 5 seconds) has elapsed since the hopper was driven (after the timing of the processing in step 1234). Specifically, it determines whether the situation in which it is determined that no medals have been dispensed has continued for a predetermined time despite the hopper drive signal being sent to the hopper motor H80 (the hopper motor H80 is rotating). If the answer is Yes in step 1241, then in step 1242 the CPU C100 of the main control board M turns on the medal empty error flag (e.g., updates the medal empty error flag area with a value equivalent to ON). Next, in step 1244, the CPU C100 of the main control board M executes a medal empty error display. Next, in step 1245, the CPU C100 of the main control board M determines whether the medal empty error has been released (e.g., whether the set / reset button M30 has been pressed). If the answer is Yes in step 1245, in step 1246, the CPU C100 of the main control board M turns off the medal empty error flag (for example, updates the medal empty error flag area in the RAM area with a value equivalent to OFF), and proceeds to step 1247. On the other hand, if the answer is No in step 1245, proceeds to step 1244.
[0076] Next, in step 1247, the CPU C100 of the main control board M determines whether the first payout sensor H10s and the second payout sensor H20s are off (if the first payout sensor H10s or the second payout sensor H20s turns on and then the first payout sensor H10s and the second payout sensor H20s turn off, it is determined that the payout operation of one game medal that was being paid out has been completed). If the answer is Yes in step 1247, in step 1248, the CPU C100 of the main control board M turns off the hopper drive flag and proceeds to step 1233. If the answer is No in step 1241 or step 1247, the process proceeds to step 1236.
[0077] On the other hand, if the answer in step 1232 or step 1233 is No, then in step 1251, the CPUC100 of the main control board M will start Step 1251 determines whether bar D50 is valid (for example, whether the prescribed number of game tokens to start the game have been inserted) and whether the start lever D50 has been operated. If the answer in step 1251 is Yes, then in step 1253, the CPUC100 of the main control board M determines whether the setting value in the RAM area is within the normal range (in this example, 0 to 5). If the answer in step 1253 is Yes, then in step 1254, the CPUC100 of the main control board M performs the process of acquiring a random number and turning off the blocker D100, and then proceeds to the next process (the process in step 3600). On the other hand, if the answer in step 1253 is No, then in step 1256, the CPUC100 of the main control board M sets a setting value error display (for example, by setting an error number in the register area). Next, in step 1300, the CPUC100 of the main control board M performs the unrecoverable error processing. If the answer in step 1251 is No, then the process proceeds to step 1220.
[0078] Next, FIG. 18 is a flowchart of the game progress control process (third page) related to the subroutine of step 1200 in FIG. 16. First, in step 3600, the CPU C100 of the main control board M executes the internal lottery execution process described below. Next, in step 1259, the CPU C100 of the main control board M determines whether the current AT state is a state in which an AT addition lottery can be executed. Here, in this example, the AT states in which an AT addition lottery can be executed are the "AT state," the "addition specialization state," the "specialization precursor state," and the "advantageous BB state." In "advantageous BB internal play," the AT counter value can be greater than 0, but the AT addition lottery is not executed. This is to prevent a situation in which a player intentionally not matching the BB symbol combination during "advantageous BB internal play" would be advantageous to the player. Furthermore, the system may be configured so that an AT addition lottery can be executed during "play within an advantageous BB." In such a configuration, even if the AT addition lottery is won during "play within an advantageous BB," it may not be notified immediately, but rather, when the BB ends, it may be notified that the AT addition lottery has been won, or the number of remaining AT games after the number of AT games has been added.
[0079] If the answer is Yes in step 1259, then in step 1500 the CPUC100 of the main control board M executes the game count addition execution process, which will be described later, and proceeds to step 1400. On the other hand, if the answer is No in step 1259, then proceeds to step 1400 as well. This game count addition execution process can perform the lottery using different lottery tables depending on the state of the AT, but it is preferable that the lottery probability does not differ depending on the setting value (the lottery is performed using the same lottery table). Next, in step 1400, the CPUC100 of the main control board M executes the AT state transition control process, which will be described later. Next, in step 1450, the CPUC100 of the main control board M executes the condition device number management process, which will be described later.
[0080] Here, the states related to the AT in this example will be listed and described in detail (also shown in the AT state transition diagram in Figure 30). (1) The "low probability state" is a state in which the AT has not been won (the right to transition to the "AT state" has not been acquired), and the bonus role has not been won. Note that the "low probability state" is the so-called "normal state," and is therefore sometimes referred to as the "normal state." (2) The "normal BB internal play" is a state in which the BB role has been won in the "low probability state," and the BB role has not been awarded, and the AT lottery has not been won. (3) The "normal BB state" is a state that is executed when the symbol combination corresponding to the BB role is stopped and displayed in a situation in which the BB role has been won in the "low probability state," and the AT lottery has not been won, or when the symbol combination corresponding to the BB role is stopped and displayed in the "normal BB internal play." (4) The "high probability state" refers to a state in which the player has not won the AT lottery (has not acquired the right to transition to the "AT state") and has not won a bonus role. This state is more likely to win the AT than the "low probability state" described above. As described below, if a new "high probability state" is entered, the player is not transitioned to the "low probability state" until the number of high probability games has elapsed. (5) The "AT state" refers to a state in which the AT (push order navigation) is performed and the number of remaining AT games (AT counter value) is subtracted. Even if the AT counter value reaches 0, if the player wins the continuation lottery described below, a predetermined value is set in the AT counter and the "AT state" continues. (6) The "specialized precursor state" refers to a state in which the player has acquired the right to transition to the "addition-specialized state," in which the number of AT games is relatively more likely to be added than in the "AT state." (7) The "addition-specialized state" refers to a state in which the number of AT games is relatively more likely to be added than in the "AT state." (8) "Playing during advantageous BB" is a state in which the BB role is won in the "high probability state", "AT state", "specialized premonition state" or "specialized additional state", and the BB role has not won. (9) "Playing during waiting BB" is a state in which the BB role is won in the "low probability state", and the AT lottery is won by the BB role, and the BB role has not won.(10) The "advantageous BB state" refers to a state that is executed when a BB combination is won and a symbol combination corresponding to the BB combination is displayed in a "high probability state," "AT state," "specialized precursor state," or "additional specialization state," or when a symbol combination corresponding to the BB combination is displayed in a "advantageous BB internal play." Alternatively, the "low probability state" refers to a state that is executed when a BB combination is won, the BB combination is won in the AT lottery by the BB combination, and a symbol combination corresponding to the BB combination is displayed in a "standby BB internal play." (12) The "revival possibility effect state" refers to a state related to the AT that is entered when the AT counter value becomes 0 and the continuation lottery described below is not won. In the "revival possibility effect state," the revival lottery described below is executed, and if the revival lottery is won, the game transitions to the "AT internal state" (a predetermined value is set in the AT counter). If the revival lottery is not won, the game transitions to the "low probability state."
[0081] Next, in step 1550, the CPUC100 of the main control board M starts the rotation of all reels, as described below, and proceeds to step 1261-1. Next, in step 1261-1, the CPUC100 of the main control board M determines whether or not there has been a request to create a pull-in point (requested to determine the stop positions of the spinning left reel M51, center reel M52, and right reel M53, and is requested as appropriate depending on the stop order and the stop positions of the other reels). If the answer is Yes in step 1261-1, then in step 1262, the CPUC100 of the main control board M creates a pull-in point and proceeds to step 1263. On the other hand, if the answer is No in step 1261-1, then the CPUC100 also proceeds to step 1263. Thus, in the "BB internal game," even if the stop buttons are not pressed in the correct order to pay out 11 coins in a game in which the push order bell is won (for example, in the case of prize-winning-A1, the stop buttons are not pressed in the order "left → center → right") (if the reels are stopped in an incorrect order), the reel stop control (hereinafter referred to as "reel stop control" or simply "stop control") is configured to win a symbol combination that will pay out 11 coins. Next, in step 1263, the CPU C100 of the main control board M checks whether reel stop is acceptable. Next, in step 1264, the CPU C100 of the main control board M determines whether any of the stop buttons (left stop button D41, center stop button D42, right stop button D43) have been operated. If the answer is Yes in step 1264, then in step 1265 the CPU C100 of the main control board M determines the stop position of the reel corresponding to the operated stop button (for example, the left reel M51 corresponds to the left stop button D41). On the other hand, if the answer is No in step 1264, then the process also proceeds to step 1266. Next, in step 1266, the CPU C100 of the main control board M executes an all-reel stop check process. Next, in step 1267, the CPU C100 of the main control board M determines whether all reels (left reel M51, center reel M52, right reel M53) have stopped. If the answer is Yes in step 1267, then in step 1268 the CPU C100 of the main control board M compares the symbol stop position data in RAM with the internal winning combination stop possible position data.Next, in step 1269, the CPU C100 of the main control board M determines whether the displayed symbol combination is normal (if it does not match the winning combination determined by the internal lottery, it is determined to be abnormal). The determination of whether the displayed symbol combination is normal in step 1269 is based on whether the reel stop control based on the operation of the stop button was completed normally. Even if the stop button is operated in a manner that allows the winning combination to be won in a game in which a winning combination has been won, and the actual stopped reel position is abnormal (the winning combination determined by the internal lottery does not appear to the player to have stopped), if the reel stop control is completed normally by the processing within the gaming machine, the payout of game medals based on the winning combination is executed. If the answer is Yes in step 1269, the process proceeds to step 1274. On the other hand, if the answer is No in step 1269, the CPU C100 of the main control board M sets a display determination error display (for example, sets it in a register area) in step 1270. Next, in step 1300, the CPU C100 of the main control board M executes unrecoverable error processing. On the other hand, if the answer is No in step 1267, the process proceeds to step 1261-1.
[0082] Next, in step 1274, the CPU C100 of the main control board M executes a payout process for game medals due to a win. Next, in step 1275, the CPU C100 of the main control board M determines whether or not a win has occurred that will result in the payout of game medals {if the game medals acquired through the win exceed the maximum number of credits (50 in this example), the payout of game medals is executed}. If the answer is Yes in step 1275, in step 1276, the CPU C100 of the main control board M turns on the hopper drive flag (a flag that is turned on when the hopper motor H80 is being driven) and executes the payout of one game medal. Next, in step 1277, the CPU C100 of the main control board M determines whether the first payout sensor H10s or the second payout sensor H20s is on (if the first payout sensor H10s or the second payout sensor H20s is on, it determines that the payout operation of one game medal is being performed). If the answer is Yes in step 1277, the process proceeds to step 1286.
[0083] On the other hand, if the answer in step 1277 is No, then in step 1279, the CPUC100 of the main control board M determines whether a predetermined time (e.g., 5 seconds) has elapsed since the hopper was driven (after the timing of the processing in step 1276). If the answer in step 1279 is Yes, then in step 1280, the CPUC100 of the main control board M turns on the empty medal error flag (e.g., updates the empty medal error flag area in the RAM area with a value equivalent to "on"). Next, in step 1281, the CPUC100 of the main control board M displays the empty medal error on the 7-segment LED. Next, in step 1282, the CPUC100 of the main control board M determines whether the empty medal error has been cleared (e.g., whether the setting / reset button M30 has been pressed). If the answer in step 1282 is Yes, then in step 1283, the CPUC100 of the main control board M turns off the empty medal error flag (e.g., turns off the empty medal error flag area in the RAM area). (Update with the corresponding value), and proceed to step 1286. On the other hand, if the answer in step 1282 is No, proceed to step 1281.
[0084] Next, in step 1286, the CPU C100 of the main control board M determines whether the first payout sensor H10s and the second payout sensor H20s are OFF (if the first payout sensor H10s or the second payout sensor H20s turns ON and then the first payout sensor H10s and the second payout sensor H20s turn OFF, it is determined that the payout operation of one game medal that was being paid out has been completed). If the answer is Yes in step 1286, in step 1288, the CPU C100 of the main control board M turns off the hopper drive flag and proceeds to step 1290. Note that if the answer is No in step 1279 or step 1286, the process proceeds to step 1277. Next, in step 1290, the CPU C100 of the main control board M determines whether the payout corresponding to the winning (the winning for which the answer was Yes in step 1275) has been completed. If the answer is Yes in step 1290, the process proceeds to step 3400. If the answer is No in step 1286, the process proceeds to step 1277, if the answer is No in step 1275, the process proceeds to step 3400, and if the answer is No in step 1290, the process proceeds to step 1276.
[0085] Next, in step 3400, the CPUC100 of the main control board M executes the remaining game count management process, which will be described later. Next, in step 1700, the CPUC100 of the main control board M executes the RT state transition control process, which will be described later. Next, in step 1750, the CPUC100 of the main control board M executes the AT state start control process, which will be described later. Next, in step 3500, the CPUC100 of the main control board M executes the game section transition control process, which will be described later. Next, in step 1293, the CPUC100 of the main control board M executes game end processing (e.g., clearing the number of bets, game state transition processing, etc.) and proceeds to the next process (processing of step 1202).
[0086] Next, FIG. 19 is a flowchart of the internal lottery execution process related to the subroutine of step 3600 in FIG. 18 in the first embodiment. First, in step 3602, the CPU C100 of the main control board M sets an internal lottery table (a table used when executing an internal lottery, which stores winning numbers and numbers to be compared with the acquired random number) and proceeds to step 3604. Next, in step 3604, the CPU C100 of the main control board M acquires the winning number associated with the set internal lottery table address. It should be noted that winning information for prize winning and replay can be generated from the winning number. Furthermore, when a bonus and a small combination are won simultaneously, or when a bonus and a replay combination are won simultaneously, both winning information for prize winning and replay and bonus winning information can be generated from the winning number. Specific generation processing will be described later. Next, in step 3606, the CPU C100 of the main control board M acquires the number of repetitions associated with the set internal lottery table address. Here, the number of repetitions refers to the number of consecutive winning numbers with the same payout group number and the same number of placements for comparison with the acquired random number, and is pre-stored in the ROM of the main control board M. For example, payout group number 2 includes nine winning numbers 4 through 12. The three consecutive winning numbers 4 through 6, which are the push order replay role, have the same number of placements, and the six consecutive winning numbers 7 through 12, which are the push order bell role, have the same number of placements. Therefore, the number of repetitions for the push order replay role is three, and the number of repetitions for the push order bell role is six. Note that the lottery table used when winning numbers 4 through 6, which are the push order replay role, and the lottery table used when winning numbers 7 through 12, which are the push order bell role, are acquired are configured as a single lottery table. Next, in step 3608, the CPU C100 of the main control board M acquires the payout group number associated with the set internal lottery table address and proceeds to step 3610.
[0087] Next, in step 3610, the CPU C100 of the main control board M acquires setting value data. Next, in step 3612, the CPU C100 of the main control board M acquires designated address data. Next, in step 3614, the CPU C100 of the main control board M determines whether or not the internal lottery has been won (whether or not the acquired random number exists in the internal lottery table searched this time). If the answer is Yes in step 3614, it has been determined that the internal lottery has been won, so the CPU C100 does not perform a determination (lottery) for the subsequent internal lottery table address and proceeds to the next process (processing of step 1259). On the other hand, if the answer is No in step 3614, in step 3616, the CPU C100 of the main control board M updates the number of repetitions. Next, in step 3618, the CPU C100 of the main control board M determines whether or not there are any remaining repetitions. If the answer is Yes in step 3618, the process proceeds to step 3610, and the process of steps 3610 to 3618 is repeated until the remaining number of repetitions is exhausted or the internal lottery is won. If the answer is No in step 3618, in step 3620, the CPU C100 of the main control board M updates the internal lottery table address (updates it to the address related to the next payout group number), and proceeds to step 3604 to execute the process from step 3604 onwards. The specific process of the internal lottery will be described later.
[0088] Next, FIG. 20 is a flowchart of the game number addition execution process according to the subroutine of step 1500 in FIG. 18 in the first embodiment. First, in step 1502, the CPU C100 of the main control board M determines whether the state regarding AT is the "during-AT state", the "pre-specialization state", or the "additive-specialization state". If Yes in step 1502, in step 1504, the CPU C100 of the main control board M determines whether the ball output group number related to the game is the ball output group number related to the additive winning combination during AT (in the "during-AT state", it is the winning number that can add the remaining AT game numbers, and in this example, it is replay-B, replay-C, winning-D), which is (in this example, 1, 3) in this example. If Yes in step 1504, the process proceeds to step 1514. Also, if No in step 1502, in other words, if the state regarding AT is the advantageous BB state, in step 1512, the CPU C100 of the main control board M determines whether the ball output group number related to the game is the ball output group number related to the additive winning combination in BB (in the "advantageous BB state", it is the winning number that can add the remaining AT game numbers, and in this example, it is winning-H, winning-I), which is (in this example, 5, 6) in this example. If Yes in step 1512, the process proceeds to step 1514, and if No in step 1512, the process proceeds to step 1518. Also, if No in step 1504, in step 1506, the CPU C100 of the main control board M determines whether the state regarding AT is the "additive-specialization state". If Yes in step 1506, in step 1508, the CPU C100 of the main control board M determines whether the ball output group number related to the game is the ball output group number related to the specialization additive winning combination (in the "additive-specialization state", it is the winning number that can add the remaining AT game numbers and cannot add the remaining AT game numbers in the "during-AT state", and in this example, it is replay-A, replay-D1~D3, winning-A1~A6), which is (in this example, 2, 13) in this example. If Yes in step 1508, the process proceeds to step 1514. Incidentally, if No in step 1506 or step 1508, the process proceeds to step 1518.
[0089] Next, in step 1514, the CPUC100 of the main control board M refers to the winning bonus game count lottery table and determines the number of AT bonus games based on the payout group number related to that game (for example, it determines whether or not the latched random value in the lottery table shown outside the box falls within a certain range). The process of determining the number of AT bonus games is also referred to as executing the AT bonus lottery. Next, in step 1516, the CPUC100 of the main control board M adds the determined number of AT bonus games to the counter value of the AT counter M60 and sets the AT counter value after the addition to the counter value of the AT counter M60. Next, in step 1517, the CPUC100 of the main control board M sets a command related to the determined number of AT bonus games (this is a command to the sub-control board S, and by receiving this command, the sub-control board S can recognize whether or not the AT bonus has been executed and how many games have been added), and proceeds to step 1518. Furthermore, if the payout group number is 7-11, which is the payout group number related to the winning numbers that include a bonus (winning numbers 19-27), then a lottery related to AT (AT lottery, AT bonus lottery) may also be held.
[0090] Here, the lottery table shown outside the diagram is an example of a lottery table for the number of additional games awarded upon winning. In the first embodiment, if an additional game is awarded upon winning in one of the states related to the AT where the push-button navigation is performed (in this example, "AT state", "special premonition state", "additional special state", "advantageous BB state"), the number of additional AT games will be determined by lottery from "0" to "300" based on the payout group number related to that game, and the determined value will be added to the counter value of the AT counter M60. If "0" is determined, the remaining number of AT games will not increase (when "0" is determined, it may be said that the AT additional game lottery was not won).
[0091] Furthermore, the average (expected) number of AT bonus games when a bonus role is won is as shown in the diagram. Specifically, if the winning role is Watermelon A, it can be calculated as follows: {Number of placements (600) × AT bonus games (0) + Number of placements (100) × AT bonus games (10) + Number of placements (300) × AT bonus games (30) + Number of placements (24) × AT bonus games (100)} / Total number of placements (1024) = 12.1 (games).
[0092] Next, if the winning combination is Replay-B or Replay-C, the number of games can be calculated as follows: {Number of placements (500) × AT bonus game count (0) + Number of placements (200) × AT bonus game count (50) + Number of placements (300) × AT bonus game count (100) + Number of placements (24) × AT bonus game count (300)} / Total number of placements (1024) = 46.1 (games).
[0093] Next, if the winning combination is Replay-A or Replay-D1~D3, and Win-A1~A6, the number of games can be calculated as follows: {Number of placements (300) × AT additional games (10) + Number of placements (600) × AT additional games (30) + Number of placements (124) × AT additional games (50)} / Total number of placements (1024) = 26.61 (games). Note that if the winning combination is Replay-A or Replay-D1~D3, and Win-A1~A6, the number of AT games will only be increased if the AT state is in the "Specialized Addition State".
[0094] Next, if the winning combination is a weak rare combination during BB, the number of games can be calculated as follows: {Number of placements (800) × AT bonus game count (0) + Number of placements (100) × AT bonus game count (10) + Number of placements (100) × AT bonus game count (30) + Number of placements (24) × AT bonus game count (100)} / Total number of placements (1024) = 6.3 (games).
[0095] Next, if the winning combination is a strong rare combination during BB, the number of games can be calculated as follows: {Number of placements (300) × AT bonus game count (0) + Number of placements (300) × AT bonus game count (30) + Number of placements (400) × AT bonus game count (50) + Number of placements (24) × AT bonus game count (300)} / Total number of placements (1024) = 35.4 (games).
[0096] Furthermore, in the first embodiment, when an AT bonus lottery is performed, the average number of AT bonus games may differ depending on the type of winning combination. However, the average number of AT bonus games is configured not to differ depending on the setting value. Here, if the system is configured to perform the AT bonus lottery based on the winning number, for example, if the same process is to be performed as an AT bonus lottery for winning number 7 and winning number 8, it is necessary to perform a process to determine whether the winning number is 7 or 8. However, as in the first embodiment, by configuring the system to perform the AT bonus lottery based on the payout group number, if the same process is to be performed as an AT bonus lottery for winning number 7 and winning number 8, it is possible to perform the process for either the AT bonus lottery for winning number 7 or winning number 8 by only determining whether the payout group number is 2.
[0097] Returning to the flowchart explanation, in step 1518, the CPUC100 of the main control board M determines whether the winning number for the game in question (or the winning information for winning a prize / re-play, or the payout group number, etc.) is a winning number for re-play-B (reverse-press white 7 replay, which is a re-play where white 7s can be lined up in an invalid line by stopping with a reverse press). If the answer in step 1518 is Yes, in step 1520, the CPUC100 of the main control board M determines whether there was an increase in the number of AT games due to re-play-B, in other words, whether the number of AT games added due to winning re-play-B was not 0. If the answer in step 1520 is Yes, in step 1522, the CPUC100 of the main control board M sets a reverse-press instruction command (a command to the sub-control board S, which will execute an animation instructing the player to line up white 7s on the invalid line with a reverse press ("right → middle → left")) and proceeds to step 1526. On the other hand, if the answer is No in step 1520, in step 1524, the CPUC100 of the main control board M sets a reverse-press avoidance command (a command to the sub-control board S, which instructs a pressing order other than reverse-press ("right → middle → left") and executes an effect that prevents the white seven from aligning on the invalid line), and proceeds to step 1526. Note that if the answer is No in step 1518, the program also proceeds to step 1526. Next, in step 1526, the CPUC100 of the main control board M determines whether the winning number for the game in question (or the winning information for winning the prize / re-play, or the payout group number, etc.) is a re-play-C (a re-play where the black seven can be lined up on the invalid line by stopping with a normal press) or not. If the answer in step 1526 is Yes, then in step 1528, the CPUC100 of the main control board M determines whether or not there was an increase in the number of AT games due to replay-C, in other words, whether or not the number of AT games added due to winning replay-C was not 0.If the answer in step 1528 is Yes, then in step 1530, the CPUC100 of the main control board M sets a sequential press instruction command (a command to the sub-control board S, which will execute an animation instructing the player to press the buttons in the sequential order ("left → middle → right") to align the black sevens on the invalid line), and proceeds to the next process (the process in step 1400). On the other hand, if the answer in step 1528 is No, then in step 1532, the CPUC100 of the main control board M sets a sequential press avoidance command (a command to the sub-control board S, which will instruct the player to press the buttons in an order other than sequential ("left → middle → right") to prevent the black sevens from aligning on the invalid line), and proceeds to the next process (the process in step 1400). Note that if the answer in step 1526 is No, the process also proceeds to the next process (the process in step 1400). In the first embodiment, a reverse-press instruction command, a reverse-press avoidance command, a forward-press instruction command, and a forward-press avoidance command are transmitted to the sub-control board S, and the sub-control board S is configured to execute a performance related to the button-press navigation upon receiving these commands. However, the system is not limited to this configuration. When the AT bonus lottery is won, a command indicating that the AT bonus lottery has been won and a command related to the number of AT bonus games (for example, a command related to the number of AT bonus games related to the processing in step 1517) may be transmitted to the sub-control board S, and the sub-control board S may be configured to determine the timing and manner of execution of the performance related to the button-press navigation upon receiving the command. For example, in a game in which Replay-B is won, the sub-control board S may be configured to select and execute a performance mode that instructs reverse pressing in the game in which the command is received (a game in which the number of AT games is increased), or the sub-control board S may not execute the performance that instructs reverse pressing in the game in which the command is received, but may be configured to execute a performance that instructs a pressing order that allows for matching 7s on an invalid line in a game in which a predetermined condition is subsequently met (for example, a specific Replay role (for example, Replay-B or C) is won).Alternatively, in a game in which Replay-B is won and the command is received on the sub-control board S side (a game in which the number of AT games is increased), the performance instructing reverse pressing may not be executed, and the AT game count increase performance (a performance in which the display related to the remaining number of AT games displayed on the performance display device S40 increases, for example, "+30G") may be executed in the game in which the predetermined conditions (for example, after a predetermined number of games (a continuous performance may be executed at the same time, in which case the final game of the continuous performance) are satisfied) are executed. In this example, the performance display device S40 also, The system is configured to display the remaining number of AT games, and this display may be the same as or different from the remaining number of AT games stored on the main control board. Furthermore, in a game in which Replay-B is won, and the sub-control board S receives the command (a game in which the number of AT games is increased), an example of a case where the reverse-press instruction animation is not performed, and the AT game increase animation is performed in a subsequent game that satisfies predetermined conditions is when the sub-control board S is performing a special animation (for example, a predetermined sequence of animations) that encourages the winning of a bonus (B This can occur when the sub-control board S is performing special effects, such as when the probability of winning Replay-B is low (including 0%) within the bonus system, and if the button sequence that allows for matching 7s is announced, the player will realize that they have not won a bonus. Furthermore, the information that the sub-control board S uses to determine that the AT increase lottery has been won on the main control board M and that the remaining AT games have been increased is as follows: (1) Information regarding the remaining AT games is sent from the main control board M to the sub-control board S after the AT increase lottery. Subsequently, the sub-control board S receives the previously sent remaining AT games (1) The difference between the information regarding the number and the information regarding the remaining AT games transmitted this time is calculated to determine the number of AT games added by the AT addition lottery. (2) A command regarding the number of AT games added obtained as a result of the AT addition lottery on the main control board M is sent to the sub-control board S. If the AT addition lottery is not won, a command indicating that the AT addition lottery was not won is sent to the sub-control board S, and the sub-control board S may be configured to determine the presentation style of the push-button navigation when it receives this command.For example, in a game in which Replay-B is won, the sub-control board S may be configured to select and execute a performance mode that instructs the player to press the middle button (operating the middle stop button as the first stop, which is a pressing order to avoid matching 7s) in the game in which the command is received (a game in which no AT game count was increased). Furthermore, the information that allows the sub-control board S to determine that an AT increase lottery was performed on the main control board M side but no AT remaining game count was increased is as follows: (1) Information regarding the remaining AT game count is transmitted from the main control board M side to the sub-control board S side after the AT increase lottery. Subsequently, the sub-control board S calculates the difference between the information on the remaining AT games transmitted last time and the information on the remaining AT games transmitted this time, and determines the number of AT games added in the AT addition lottery (if the value obtained by subtracting the information on the remaining AT games transmitted this time from the information on the remaining AT games transmitted last time is 1, it is determined that the AT addition lottery was not won), (2) the sub-control board S sends a command to the sub-control board S indicating that the number of AT games added as a result of the AT addition lottery on the main control board M is 0 games.
[0098] Next, Figure 21 is a flowchart (first page) of the AT state transition control process related to the subroutine of step 1400 in Figure 18 in the first embodiment. First, in step 1402, the CPUC100 of the main control board M determines whether the current state related to AT is a state related to AT in which an AT lottery can be executed. In the first embodiment, the only state related to AT in which an AT lottery can be executed is the "high probability state". Winning a BB in the "high probability state" transitions to "advantageous BB internal gameplay", and then when a BB role is won, it transitions to the "advantageous BB state", and when the executed BB ends, it transitions to the "AT state", and the initial value of 50 AT games is set in the AT counter. Even if a BB is won in the "low probability state", it transitions to "normal BB internal gameplay" and does not transition to the "AT state". However, it is not limited to this, and it is also possible to configure it so that when a BB is won in the "normal gameplay state", an AT lottery can be won triggered by the BB role. In this configuration, if a Big Bonus (BB) is won in the "normal game state" and the BB triggers an AT (Attack Time) lottery, the game transitions to the "advantageous BB internal game" state, and then by lining up the BBs, the game transitions to the "advantageous BB state". In the "normal game state", when a BB is won but the BBs have not been lined up, the game section may be the "advantageous section" or the "waiting section". If the answer in step 1402 is Yes, in step 1404, the CPUC100 of the main control board M determines whether the condition device for the game is an AT lottery trigger (in this example, the first type BB-A or first type BB-C, which are BBs with no setting difference). In the first embodiment, both the winning numbers for BBs with no setting difference alone (winning numbers 19, 24) and the winning numbers for BBs with no setting difference and small roles overlap (winning numbers 25, 26, 27) are AT lottery triggers. If the answer in step 1404 is Yes, then in step 1406, the CPUC100 of the main control board M determines the state of the AT for the next game and beyond to "Game in progress during advantageous BB," and proceeds to step 1410. Also, if the answer in step 1402 or step 1404 is No, the process proceeds to step 1410.In the first embodiment, the AT winning rate (whether or not you can win) related to the AT lottery is configured to differ when the state related to the AT is different, but when the state related to the AT is the same, the AT winning rate related to the AT lottery is the same even if the setting value is different (if you win a Big Bonus in the "high probability state", you will always win an AT regardless of the setting value = then you will transition to the "in AT state").
[0099] Next, in step 1410, the CPUC100 of the main control board M determines whether or not the state of the AT for the next game and beyond has been determined. If the answer in step 1410 is Yes, then in step 1412, the CPUC100 of the main control board M determines whether or not the current state of the AT is "low probability state". If the answer in step 1412 is Yes, then in step 1414, the CPUC100 of the main control board M determines whether or not the condition device for that game is a state upgrade role (a small role that, when won, can transition from "low probability state" to "high probability state", in this example being a cherry). If the answer in step 1414 is Yes, then in step 1416, the CPUC100 of the main control board M executes a high probability state transition lottery, which is won at a predetermined probability (in this example, 1 / 2, and can be changed as long as it does not differ depending on the setting value). Next, in step 1418, the CPUC100 of the main control board M determines whether or not it has won the executed high probability state transition lottery. If the answer is Yes in step 1418, then in step 1420, the CPUC100 of the main control board M This determines the state of the AT for the next game and beyond to be "high probability state," and proceeds to step 1430.
[0100] Also, if the answer is No in step 1412, then in step 1424 the CPUC100 of the main control board M determines whether the current AT state is a "high probability state." If the answer is Yes in step 1424, then in step 1426 the CPUC100 of the main control board M determines whether the counter value of the high probability obstacle counter KHc is 1 (this is the final game of the high probability obstacle state, and the 10th game since the "high probability state" was entered). If the answer is Yes in step 1426, then in step 1428 the CPUC100 of the main control board M determines whether the low probability transition condition is met. In the first embodiment, when the AT state is a "high probability state," the game zone is a "favorable zone." When the game zone is a "favorable zone," the "favorable zone" is configured to not end unless the push order navigation is executed at least once or the "favorable zone" continues for a predetermined number of games (1,500 games in this example). (In other words, even if the low-probability state transition lottery is won, the "high-probability state" is not ended if the low-probability transition condition is not met, for example, because the push order navigation has not been executed at least once.) Furthermore, if a BB role is won during the "favorable zone" and the BB is executed, the "favorable zone" may be configured to end at any time, even if the push order navigation has not been executed even once in the "favorable zone." If the answer is Yes in step 1428, in step 1429, the CPU C100 of the main control board M determines the AT state for the next game and thereafter to be a "low-probability state" and proceeds to step 1430. Here, the low probability transition condition is satisfied when the button press order navigation is executed once. Furthermore, if there are two types of button press combinations (winning numbers where the winning combination differs depending on the order in which the reels stop, resulting in different profit rates for the player), such as a combination with a maximum payout of 8 coins and a combination with a maximum payout of 11 coins, the low probability transition condition may also be considered as the execution of the button press order navigation for the combination with the higher maximum payout of 11 coins once. Furthermore, if the result is No in step 1410, step 1414, step 1418, step 1424, step 1426, or step 1428, the game proceeds to step 1430.Thus, in the first embodiment, when a new transition to the "high probability state" occurs, the high probability obstacle counter KHc is set to 10 games, which are high probability obstacle games, and the system is configured not to transition to the "low probability state" until the counter value reaches 0. Note that this type of lottery method is merely an example, and for example, the system may be configured such that a low probability state transition lottery is not executed for 10 games after a transition to the "high probability state" (staying in the "high probability state" is guaranteed), and after those 10 games have elapsed, a lottery to transition from the "high probability state" to the "low probability state" is executed with a predetermined probability (for example, 1 / 20) for each game. Note that the AT lottery role (low probability AT lottery role, high probability AT lottery role) and the state promotion role have the same winning probability for all setting values.
[0101] Next, Figure 22 is a flowchart (second image) of the AT state transition control process related to the subroutine of step 1400 in Figure 18 in the first embodiment. First, in step 1430, the CPUC100 of the main control board M determines whether the current state of the AT is "AT in state". If the answer in step 1430 is Yes, then in step 1431, the CPUC100 of the main control board M determines whether the counter value of the AT counter M60 is greater than or equal to a predetermined value (4 in this example). In the first embodiment, when the state related to AT is "in AT state" and the AT counter value is 4 or more, in other words, when the number of remaining AT games is 4 or more, there is a 1 / 2 probability when Watermelon B is won that the player acquires the right to transition to the "special bonus state" and can transition to the "special bonus premonition state". On the other hand, when the state related to AT is "in AT state" and the AT counter value is 3 or less, in other words, when the number of remaining AT games is 3 or less, even if Watermelon B is won, the player does not acquire the right to transition to the "special bonus state" (sometimes called the special bonus state transition lottery), and does not transition to the "special bonus premonition state" or the "special bonus state". However, the system is not limited to this, and even when the AT counter value is 3 or less, it may be configured to execute a lottery (sometimes called a special state transition lottery) to win a Watermelon B and acquire the right to transition to the "Special Addition State". If the system is configured in this way and the player wins the lottery to acquire the right to transition to the "Special Addition State" by winning a Watermelon B when the AT counter value is 3 or less, the system may be configured to enter (or transition to) the "Special Pre-State" or "Special Addition State" from the game following the win of the lottery, or the system may be configured to enter (or transition to) the "Special Pre-State" or "Special Addition State" when the AT counter value reaches a predetermined value (for example, 1 or 0), or the system may be configured to enter (or transition to) the "Special Pre-State" or "Special Addition State" after a predetermined number of games from the game in which the lottery was won. Furthermore, when transitioning to the "add-on specialized state," it is not necessarily necessary to go through the "specialized precursor state," and it may be configured, for example, to transition directly from the "AT in progress state" to the "add-on specialized state."If the answer in step 1431 is Yes, then in step 1432, the CPUC100 of the main control board M determines whether the condition device for the game is a special transition role (a small role that can execute a lottery to acquire the right to transition to the "special bonus state", in this example being Watermelon B). If the answer in step 1432 is Yes, then in step 1433, the CPUC100 of the main control board M executes a lottery to transition to the special state, which is won with a predetermined probability (1 / 2 in this example). Next, in step 1434, the CPUC100 of the main control board M determines whether the executed lottery for transitioning to the special state was won. If the answer in step 1434 is Yes, then in step 1435, the CPUC100 of the main control board M determines the state for the AT from the next game onward to be the "special premonition state" and proceeds to step 1444-1. On the other hand, if the answer is No in step 1431, then in step 1436 the CPU C100 of the main control board M determines whether the counter value of the AT counter M60 is 1 (if the AT counter value is 1, it will be the final AT game). If the answer is Yes in step 1436, then in step 1437 the CPU C100 of the main control board M executes a continuation lottery with a predetermined probability (in this example, 2 / 3) of winning. Next, in step 1438, the CPU C100 of the main control board M determines whether the executed continuation lottery was won. If the answer is Yes in step 1438, then in step 1439 the CPU C100 of the main control board M determines the state regarding the AT from the next game onwards to be "AT in progress state" and proceeds to step 1444-1 (the AT counter will be set to the AT initial game number (in this example, 50) to satisfy the AT state transition enablement condition). On the other hand, if the result in step 1438 is No, then in step 1443, the CPUC100 of the main control board M determines the state for the AT in the next game and beyond to "state for revival / failure to perform effect," and proceeds to step 1444-1. Note that if the result in step 1430, step 1432, step 1434, or step 1436 is No, the game proceeds to step 1444-1. Thus, in the first embodiment, a continuation lottery is performed in the final game of the AT, and if the continuation lottery is won, the initial value of 50 games is set again in the AT counter M60. In other words, if the number of AT games is not considered, the gameplay is such that the AT of 50 games per set continues to loop 2 / 3 of the time.Furthermore, the timing of the continuation lottery is not limited to the final game of the AT. For example, the system may be configured to execute the continuation lottery in the first game of the AT (the first game after entering the "AT state" or the first game after the initial value is set for the AT counter M60). By configuring it in this way, it is already determined whether or not the next set (the AT related to the continuation lottery win) will be executed (whether or not the AT will continue) in the "AT state". This allows for different AT effects depending on whether or not the continuation lottery is won. For example, if the continuation lottery is won, the background music can be changed (a song plays, etc.) when the counter value of the AT counter M60 is 1 or more (during the execution of the AT), or an effect that definitively indicates that the continuation lottery has been won can be executed.
[0102] Next, Figure 23 is a flowchart (third page) of the AT state transition control process related to the subroutine of step 1400 in Figure 18 in the first embodiment. First, in step 1444-1, the CPUC100 of the main control board M determines whether the current state related to AT is the state for revival / failure performance. If the answer in step 1444-1 is Yes, then in step 1444-2, the CPUC100 of the main control board M determines whether the condition device related to the game is a revival role (a role that, when won in the "state for revival / failure performance", allows transition to the "AT state" in the next game, in other words, a role that allows AT to be re-entered). Here, in the first embodiment, the revival role is a role that includes any of the following: Watermelon A, Watermelon B, Cherry, or Bonus role (only the BB role with no setting difference, and does not include the BB role with setting difference), and when the condition device related to the game becomes a revival role, it is referred to as winning the revival lottery. If the answer in step 1444-2 is Yes, then in step 1444-3, the CPUC100 of the main control board M determines the state of the AT for the next game and beyond to be "AT state" and proceeds to step 1445. At this point, the initial number of AT games (50 in this example) is set in the AT counter to satisfy the conditions for transitioning to the AT state. On the other hand, if the answer in step 1444-2 is No, then in step 1444-4, the CPUC100 of the main control board M determines the state of the AT for the next game and beyond to be "low probability state" and proceeds to step 1445. Note that if the answer in step 1441-1 is No, the system also proceeds to step 1445. Thus, in the first embodiment, even if it is the final game of the AT and the continuation lottery is not won, the system transitions to the "revival possibility / failure performance state," and if the revival lottery is won in the "revival possibility / failure performance state," the system is configured to transition to the "AT state" from the next game. Furthermore, while the "Revival / Failure Presentation State" is considered a "favorable section," the AT-related lotteries (AT bonus lottery, continuation lottery, etc.) that occur during the "AT state" are not performed. Instead, the revival lottery is enabled, meaning that the way AT-related lotteries are performed differs between the "AT state" and the "Revival / Failure Presentation State."
[0103] Next, in step 1445, the CPUC100 of the main control board M determines whether or not the state related to the AT for the next game and beyond has been determined. If the answer in step 1445 is Yes, then in step 1446, the CPUC100 of the main control board M determines whether or not the conditions for transitioning to an AT state have been met (for example, as shown in Figure 30, this is met when 10 pre-announcement games have been played in the "special pre-announcement state"). If the answer in step 1446 is Yes, then in step 1447, the CPUC100 of the main control board M determines the state related to the AT for the next game and beyond, and proceeds to step 1448 (for example, as shown in Figure 30, if the number of pre-announcement games has been played in the "special pre-announcement state", it is determined to be the "bonus special state"). Note that if the answer in step 1445 or step 1446 is No, the system also proceeds to step 1448. Next, in step 1448, the CPUC100 of the main control board M sets a high probability counter value command (in this example, a command to the sub-side, relating to the current high probability counter value, in other words, a command relating to the remaining number of games in which the high probability state is guaranteed), and proceeds to step 1449-1. Next, in step 1449-1, the CPUC100 of the main control board M determines whether or not the state of AT for the next game and beyond will be determined to be "Game in the middle of an advantageous Big Bonus". If the answer to 1449-1 is Yes, then in step 1449-2, the CPUC100 on the main control board M resets the counter value of the high-prevention fault counter KHc to zero and proceeds to the next process (process in step 1450). Note that if the answer to step 1499-1 is No, the process also proceeds to the next process (process in step 1450).
[0104] In the first embodiment, the AT winning rate is configured to differ depending on the lottery state, and if a BB role (BB role with no setting difference) is won in the "low probability state", the player will not win the AT transition lottery (and will not transition to the "AT in progress state" afterwards), whereas if a BB role (BB role with no setting difference) is won in the "high probability state", the player will win the AT transition lottery (and will transition to the "AT in progress state" afterwards). However, this is not limited to this, and if a condition device A, which is a predetermined condition device, is used as the AT lottery role and the states related to the AT, which is the "advantageous zone", are configured to have "high probability state A" and "high probability state B", then if a condition device A is won in the "high probability state A", there is a 1 / 10 chance of winning the AT transition lottery, and if a condition device A is won in the "high probability state B", there is a 1 / 2 chance of winning the AT transition lottery. Furthermore, if the AT transition lottery is won, the AT state will transition to an "AT preparation state," which is a preparation state until transitioning to an "AT in progress state," and then the state may be configured to transition to the "AT in progress state" when a specified termination condition (for example, 10 games have passed since transitioning to the "AT preparation state") is met.
[0105] Next, Figure 24 is a flowchart of the condition device number management process related to the subroutine of step 1450 in Figure 18 in the first embodiment. First, in step 1451, the CPUC100 of the main control board M determines whether the current game section is an "advantageous section". If the answer in step 1451 is Yes, then in step 1452, the CPUC100 of the main control board M sets a command related to the winning / re-play information (a command on the sub-control board S side, for example, a command related to the winning / re-play information for the game in question). Next, in step 1454, the CPUC100 of the main control board M determines whether the condition device for the game in question is a push-order type (a condition device in which the winning combination differs depending on the push order, for example, Win-A1). If the answer in step 1454 is Yes, then in step 1458, the CPUC100 of the main control board M determines the instruction number (also called the button press order number) for the game based on the winning and replay winning information related to the game, and stores the instruction number in a RAM address (a different address from the RAM address for displaying the button press order navigation). The instruction number is information related to the button press order, and in this example, it is determined by the main control board M and transmitted to the sub-control board S (details will be described later). The sub-control board S can then display the button press order navigation on the display device S40 by receiving the instruction number. The system is configured so that the instruction number is determined even if the button press order navigation is not executed (although not shown, the instruction number is reset to its initial value based on clearing the instruction number). When executing a button press order guessing game, the system may be configured to determine a predetermined instruction number (for example, AX) specifically for the button press order guessing game. Next, in step 1460, the CPUC100 of the main control board M displays the button press navigation on the button press display device D270 based on the instruction number related to the game (see Figure 34 for an image of the button press navigation display on the main control board). Next, in step 1466, the CPUC100 of the main control board M sets the command (command to the sub-control board) related to the instruction number determined in step 1458 (for example, by setting it in the register area) and proceeds to step 1472 (see Figure 34 for an image of the button press navigation display on the sub-control board).In this example, the display of the reel stopping order that yields the highest profit to the player using the push order display device D270 and the performance display device S40 is referred to as push order navigation, displaying push order navigation, etc. In the first embodiment, the push order navigation is displayed based on the instruction number, and for example, the push order "left → middle → right" is configured to be displayed as "=1" on the push order display device D270, and is configured to be displayed as "=1" in both the case of push order bells and push order replays. However, it is not limited to this, and the display mode may be configured to be different when the push order navigation "left → middle → right" is displayed on the push order display device D270 in a game related to push order bells and when the push order navigation "left → middle → right" is displayed on the push order display device D270 in a game related to push order replays. That is, the number of types of display modes for push order navigation displayed on the push order display device D270 may be configured to be the same as the number of types of winning / replay information.
[0106] Furthermore, if the answer in step 1451 or step 1454 is No, in step 1468, the CPUC100 of the main control board M performs a masking process on the winning / re-play information for the game and stores the masked information at a predetermined address in RAM. If the winning / re-play information for the game is transmitted to the sub-control board S, and this winning / re-play information is recognized through fraudulent activity, the most profitable button press sequence (reel stopping sequence) for the game will be recognized. Therefore, in this example, the system is configured to perform a masking process (a process to make the winning / re-play information (especially information related to the button press sequence) confidential) on the winning / re-play information for the game before transmitting it to the sub-control board S, thereby preventing the recognition of the most profitable button press sequence. Furthermore, in the first embodiment, the masking method is configured to send a performance group number to the sub-control board S side, with multiple winning / re-play winning information (preferably winning / re-play winning information with similar roles, for example, multiple winning / re-play winning information that can stop and display symbol combinations that become re-play winning roles that transition the RT state depending on the order of pressing the buttons) as one performance group number (for example, winning / re-play winning information 4 to 6 are set as performance group 4). However, the masking method is not limited to this, and for example, it may be configured to add newly masked winning / re-play winning information after the existing winning / re-play winning information (0 to 18 in this example). Furthermore, in such cases, it is desirable to configure the system to create a masked version of the winning / re-play information by combining multiple winning / re-play winning pieces from the existing winning / re-play winning information into a single winning / re-play winning piece, similar to the performance group number (for example, making winning / re-play winning pieces 4-6 into winning / re-play winning piece 19 (newly created winning / re-play winning piece), which is the masked version of the winning / re-play winning piece). In addition, if the system determines that the game will notify operation information (push order navigation) based on the status of the AT on the main control board M, it may send the winning / re-play winning information to the sub-control board S, and if the game will not notify operation information, it may send the performance group number to the sub-control board S. When configured in this way, the command related to the instruction number may or may not be sent to the sub-control board S.
[0107] Next, in step 1470, the CPUC100 of the main control board M sets a command (a command to the sub-side) related to the performance group number after the mask processing has been executed (for example, by setting it in the register area), and proceeds to step 1472. Next, in step 1472, the CPUC100 of the main control board M sets a command (a command to the sub-side) related to bonus winning information (which allows the sub-side to recognize whether or not a bonus has been won), and proceeds to the next process (the process in step 1550). In the first embodiment, the system is configured to derive winning / re-play winning information and bonus winning information from the winning number, but the method of deriving this information will be described later. Furthermore, as shown in the lower part of the same figure, examples of display for the push-button navigation include, in the case of "AT state", (1) when a fall-out re-play role is included → navigation to a push-button sequence in which the fall-out re-play role is not displayed as a stop, (2) in the case of a bell (1-coin role / 11-coin role) → navigation to a push-button sequence that yields the most payout, and so on. Thus, in the first embodiment, when the game section is an "advantageous section", the system is configured to transmit winning / re-play information (a number that identifies the type of winning role and the most advantageous push-button sequence for the player) and instruction numbers (a number that identifies the most advantageous push-button sequence for the player) to the sub-control board S, while when the game section is a "normal section", the system is configured to transmit a performance group number (a number that identifies only the outline of the winning role) to the sub-control board S. In other words, during the "advantageous period," the system can transmit the winning and replay information related to the game, including winning and replay information where the outcome of the game and the player's benefits differ depending on the button press order, directly to the sub-control board S. However, during game periods that are not the "advantageous period," the system does not transmit the winning and replay information related to the game. Instead, in cases where the winning and replay information differs depending on the button press order, the system transmits a performance group number with the information related to the button press order concealed to the sub-control board S.
[0108] Furthermore, in cases where the game section is not an "advantageous section," the system is configured to perform a masking process when transmitting the winning / re-play information determined by the main control board M to the sub-control board S to determine the performance group number, and then transmit that performance group number to the sub-control board S. The performance group number is obtained by grouping the winning / re-play information related to winning roles that have a similar role (for example, re-play roles that include fall-out re-play roles, push-order bells, etc.) and assigning a number to each. By configuring the system to perform a masking process (a process to conceal the winning / re-play information (especially information related to the push order)) on the winning / re-play information related to the game before transmitting it to the sub-control board S, it is possible to prevent situations where information related to the winning / re-play information is recognized through fraudulent means, and a highly profitable push order (reel stopping order) related to the game is recognized.
[0109] Next, Figure 25 is a flowchart of the reel rotation start preparation process related to the subroutine of step 1550 in Figure 18 in the first embodiment. First, in step 1552, the CPUC100 of the main control board M determines whether the timer value of the minimum game interval timer M70 (subtraction timer) is 0. Here, the minimum game interval timer M70 is a timer that measures the time (4.1 seconds in this example) that should be guaranteed from one game start timing (reel rotation start timing) to the next game start timing (reel rotation start timing). If the answer in step 1552 is Yes, then in step 1554, the CPUC100 of the main control board M sets the timer value of the minimum game interval timer M70 to a new minimum time (sometimes called minimum game time, 4.1 seconds in this example) and starts it. On the other hand, if the answer in step 1552 is No, the CPUC100 of the main control board M executes an infinite loop process. Next, in step 1556, the CPUC100 of the main control board M clears the information related to the reel stop order and the button press order for the completed game. Next, in step 1558, the CPUC100 of the main control board M clears the information related to the reel stop and the pull-in point creation request for the completed game. Next, in step 1560, the CPUC100 of the main control board M initializes the symbol stop position data for the completed game. Next, in step 1562, the CPUC100 of the main control board M sets the output request for the reel rotation start waiting state for the game. Next, in step 1564, the CPUC100 of the main control board M sets the reel control command for the game and proceeds to the next process (processing in step 1260). In other words, the processing in steps 1562 and 1564 makes it possible to send a command to the sub-control board S to indicate that the reels are about to start rotating.
[0110] Next, Figure 26 shows the steps of step 3400 in Figure 18 in the first embodiment. This is a flowchart of the remaining game count management process related to Blue Chin. First, in step 3402, the CPUC100 of the main control board M determines whether the current game section is an "advantageous section". As will be explained in more detail later, an "advantageous section" is one of the game sections and is a game section that is likely to be set in game situations that are advantageous to the player, such as when the AT state is "AT in state". If the answer in step 3402 is Yes, then in step 3404, the CPUC100 of the main control board M decrements the value of the advantageous section remaining game count counter YKc-1 (a decrement counter, which is initially set to 1500, the maximum number of games that can be stayed in an "advantageous section", and is a counter that can be decremented every game during the period of being in an "advantageous section") by 1.
[0111] Next, in step 3408, the CPUC100 of the main control board M determines whether the current state of the AT is "AT in progress". If the answer in step 3408 is Yes, then in step 3410, the CPUC100 of the main control board M deducts 1 from the AT counter value. Next, in step 3412, the CPUC100 of the main control board M determines whether the state of the AT is a high probability state. If the answer in step 3412 is Yes, then in step 3414, the CPUC100 of the main control board M deducts 1 from the counter value of the high probability failure counter KHc and proceeds to the next process (process in step 1700). Note that if the answer in step 3402, step 3408, or step 3412 is No, the process also proceeds to the next process (process in step 1700). Thus, in the first embodiment, when the state related to AT that the push order navigation can display is "AT in progress," the AT counter value is deducted every game. However, when the state is "advantageous BB state," "advantageous BB internal gameplay," "special pre-announcement state," or "bonus special state," the AT counter value is not deducted even if the game is played. That is, when the state transitions from "AT in progress" to "special pre-announcement state" while the AT counter value remains (1 or more remains), the system is configured to allow the transition (transition) from "AT in progress" → "special pre-announcement state" → "bonus special state" while maintaining the AT counter value. Furthermore, even if the state related to AT is "AT in progress," the AT counter value may not be deducted by 1 if a winning number including a bonus role is determined in that game. In this case, for example, the AT counter value stored in the RAM of the main control board M is not deducted, but the display of the remaining AT game count shown on the performance display device S40 controlled by the sub-control board S may be controlled to decrease.For example, if the AT counter value is "30" and the remaining AT games displayed on the display device S40 are "30", and the game is played and a bonus is won, the AT counter value will remain "30", or the value obtained by the AT bonus lottery related to that game, "30 + α", will be stored. However, when the start lever D50 is operated, the remaining AT games displayed on the display device S40 may be "29", or the value obtained by the AT bonus lottery, "29 + α", may be displayed. (Note that the "α" obtained by the bonus lottery may not be announced during that game, but may be announced in specific games after that game (at the start of a bonus game, during a bonus game, at the end of a bonus game, or in games that meet predetermined conditions after the end of a bonus game)). Furthermore, the remaining AT game count displayed on the display device S40 can be configured to decrease by 1 with each game played, even during "advantageous BB internal gameplay," until an animation suggesting a bonus confirmation (for example, a bonus confirmation screen) is displayed. By configuring it in this way, when a bonus is won in a state where push-button navigation can be executed, such as "AT state," the player will not immediately realize that they have won a bonus. In other words, after the winning numbers, including the bonus role, are determined, a series of animations spanning multiple games that tease whether or not a bonus has been won can be executed using the display device S40, etc., thereby enhancing the enjoyment of the game. In addition, the remaining AT game count displayed on the display device S40 after the bonus game has ended can be controlled to display a value of "30" or greater if the player has won an AT bonus lottery and the result of the bonus has been announced.Furthermore, if the AT counter value is "1" and the remaining AT game count displayed on the performance display device S40 is "1", and the game is played and a bonus is won, the display for the remaining AT game count on the performance display device S40 will become "0". However, while maintaining this state, a series of performance sequences spanning multiple games will be played to build anticipation about whether or not a bonus has been won. If the AT counter value is "1" and the remaining AT game count displayed on the performance display device S40 is "1", and the game is played and a winning number (or winning information for winning an AT bonus or a replay, or a payout group number) that allows for an AT bonus lottery is won, and the AT game count becomes "0", and the AT game count displayed on the performance display device S40 also becomes "0". In addition, if the remaining AT game count is small, the probability of executing the series of performance sequences may be set lower (including 0%) than when the remaining AT game count is large.
[0112] Next, Figure 27 is a flowchart of the RT state transition control process related to the subroutine of step 1700 in Figure 18 in the first embodiment. First, in step 1702, the CPUC100 of the main control board M determines whether the conditions for transitioning to the RT state have been met in the game. In the first embodiment, the conditions for transitioning to the RT state are configured to be met by executing a RAM clear (initialization of RAM), displaying the stop of replay (in this example, displaying the stop of replay 04), and winning, starting, or ending a Big Bonus (BB). If the answer in step 1702 is Yes, then in step 1704, the CPUC100 of the main control board M determines whether or not to transition to the RT state and the RT state for the next game and beyond based on the met RT state transition conditions (see the RT state transition diagram in Figure 28), and proceeds to the next process (process in step 1750). Note that if the answer in step 1702 is No, the process also proceeds to the next process (process in step 1750). In the first embodiment, the RT state transition control process is performed after all reels have stopped, but when transitioning to "RT1", the transition timing may be when the lever is turned on. The timing for transitioning to the RT state (storing the RT number in RAM) can be determined as appropriate.
[0113] Next, Figure 28 is an RT state transition diagram in the first embodiment. In the first embodiment, there are four RT states: "RT0" to "RT2" and "Type 1 BB-A, B, C". The RT state transitions when the conditions indicated by the arrows in the figure are met. A specific example of an RT state transition is when the RT state is "RT1" and RAM initialization is performed, or when Replay 04 is displayed as stopped, the state transitions to "RT0". Specifically, when Replay 04 is displayed as stopped, if "Replay-D1" is won while the RT state is "RT1", and the left stop button is operated as the first stop, Replay 01 to 03 will be displayed as stopped, and the RT state remains "RT1". On the other hand, when "Replay-D1" is won while the RT state is "RT1", and the middle stop button or right stop button is operated as the first stop, Replay 04 will be displayed as stopped, and the RT state transitions from "RT1" to "RT0".
[0114] Furthermore, if the RT state is "RT0" or "RT1" and a BB role is won, and the BB role is not awarded in the game in which it was won (the condition device related to type 1 BB-A, B, C is activated), the RT state will transition to "RT2". Also, if a BB role is awarded in "RT2" (type 1 BB-A, B, C is activated), the RT state will transition to "type 1 BB-A, B, C". Also, if the BB ends in "type 1 BB-A, B, C" (type 1 BB-A, B, C operation ends), the RT state will transition to "RT1". Furthermore, if the AT state is in a "low probability state" and a Big Bonus (BB) is won, and the BB ends, the RT state will transition to "RT1," which is highly advantageous for the player. However, since the AT state is one in which no button press navigation is displayed, if the player wins "Replay - D1~D3" and stops the reels with an incorrect button press sequence (the first stop is a choice of left, middle, or right button; one of the three is the correct button press sequence and a replay other than Replay 04 is displayed, while two of the three are incorrect button press sequences and Replay 04 is displayed), Replay 04 will be displayed, and the game will transition from "RT1" to "RT0." Furthermore, if the AT state is "high probability state," "in AT state," "special premonition state," or "special bonus state," and a Big Bonus (BB) is won, and the BB ends, the RT state will transition to "RT1," which is highly advantageous for the player. Additionally, the AT state is one in which push-button navigation is generated, and even when "Replay - D1~D3" is won, Replay 04 will guide the player to the correct push-button sequence that is not displayed, thus allowing "RT1" to be maintained.
[0115] Next, Figure 29 is a flowchart of the AT state start control process related to the subroutine of step 1750 in Figure 18 in the first embodiment. First, in step 1752, the CPUC100 of the main control board M determines whether the conditions for transitioning to the AT state have been met in the game. The conditions for transitioning to the AT state are met, for example, when (1) a BB with no setting difference that was won in the "high probability state" has ended, (2) a continuation lottery has been won, or (3) a revival lottery has been won. If the answer in step 1752 is Yes, then in step 1754, the CPUC100 of the main control board M sets the initial AT game count (in this example, 50, which is the number of games that will start to be counted after transitioning to the "in-AT state") in the AT counter M60, triggered by the transition to the "pre-AT state", and proceeds to step 1756. If the answer in step 1752 is No, the system also proceeds to step 1756. Next, in step 1756, the CPUC100 of the main control board M determines whether the current state of the AT is a high probability state or not. If the answer in step 1756 is Yes, then in step 1758, the CPUC100 of the main control board M determines whether the state of the AT for the next game is a high probability state or not. If the answer in step 1758 is Yes, then in step 1760, the CPUC100 of the main control board M sets the number of high probability games (10 in this example) to the high probability counter and proceeds to the next process (process in step 3500). Note that if the answer in step 1756 or step 1758 is No, the process also proceeds to the next process (process in step 3500). Furthermore, if you win a Big Bonus (BB) in the "High Probability State" and transition to the "Advantageous BB Internal Gameplay" state, and then win another BB, you will transition to the "Advantageous BB State." If the number of AT games is increased in this "Advantageous BB State," then when the BB ends and you transition from the "Advantageous BB State" to the "AT State," the initial value set in the AT counter will exceed 50. Specifically, if the number of AT games is increased by 30 in the "Advantageous BB State" and then you transition to the "AT State," the AT counter will be set to 80 (initial value 50 + increase of 30).In this case, if an animation is performed to inform the player that 30 games have been added during the "advantageous BB state," it is desirable to inform the player that the initial number of AT games is 80 at the start of the "AT state." However, as an alternative notification method, it is also possible to intentionally omit the animation that informs the player that 30 games have been added during the "advantageous BB state," and instead present the player with the initial value of 50 games at the start of the "AT state," and then perform an animation to inform the player that 30 games have been added during the AT (for example, immediately after the start of the "AT state" or when the number of remaining AT games on the animation display device S40 is small). This is achieved. In this way, the player cannot clearly understand whether the AT game count was increased during the "advantageous BB state" or how many games were increased, thus increasing the excitement of the game count increase effect that occurs suddenly and for unknown reasons during AT (a state in which push order navigation may occur). In this example, the initial AT game count is set in the AT counter M60 in step 1754, but the timing of the process to set the initial AT game count is not limited to that in this example, and the initial AT game count may be set in the AT counter M60 at the timing of the AT state transition control process in step 1400 mentioned above. In addition, the game count set in the AT counter M60 (initial AT game count) is configured to be subtracted from when the game is played after the BB has ended (the state related to AT is "in AT state") (subtraction does not start during BB). The counter value of the AT counter M60 is configured to be stored in the memory area of the RAM of the main control board M.
[0116] Next, Figure 30 is an AT state transition diagram in the first embodiment. In the first embodiment, there are 10 AT-related states: "low probability state", "normal BB internal gameplay", "normal BB state", "high probability state", "AT state", "special pre-announcement state", "bonus special state", "advantageous BB internal gameplay", "advantageous BB state", and "revival possibility / failure performance state". The AT-related state changes when the conditions indicated by the arrows in the figure are met. For example, if a watermelon B is won in the "AT state" and the special state transition lottery, which has a 1 / 2 chance of being won, is won, the state transitions to the "special pre-announcement state". Also, if 10 games have passed (played) since transitioning to the "special pre-announcement state", the state transitions to the "bonus special state". Furthermore, the game sections are divided into three AT-related states: "Low Probability State," "Normal BB Internal Gameplay," and "Normal BB State," which are set as the "Normal Section," and seven AT-related states: "High Probability State," "AT State," "Specialized Pre-announcement State," "Bonus Specialized State," "Advantageous BB Internal Gameplay," "Advantageous BB State," and "Revival Possibility / Disability Performance State," which are set as the "Advantageous Section." In other words, even if the game transitions between the seven AT-related states that constitute the "Advantageous Section," if 1500 games have passed without being set to the "Normal Section," the "Advantageous Section" will be forcibly terminated and set to the "Normal Section." Also, if the game is in an announcement game state where push order navigation is displayed, such as "AT State," "Specialized Pre-announcement State," or "Bonus Specialized State," the game state will be maintained even if "Replay 04" is displayed.
[0117] As mentioned above, if the AT counter M60 is at 0 and the continuation lottery is unsuccessful while in "AT mode," the game enters "Revival / Failure Performance Mode." If the revival lottery is won in "Revival / Failure Performance Mode," the game returns to "AT mode." On the other hand, if the revival lottery is unsuccessful in "Revival / Failure Performance Mode," the game transitions to "Low Probability Mode" and changes from "Advantageous Section" to "Normal Section."
[0118] When a non-setting-dependent BB (Type 1 BB-A or Type 1 BB-C) is won in the "High Probability State," and the non-setting-dependent BB is activated and the "Advantageous BB State" ends, the player transitions to the "AT State." Similarly, when a non-setting-dependent BB (Type 1 BB-A or Type 1 BB-C) is won in the "AT State," and the non-setting-dependent BB is activated and the "Advantageous BB State" ends, the player transitions to the "AT State." Furthermore, when a non-setting-dependent BB (Type 1 BB-A or Type 1 BB-C) is won in the "Revival Possibility / Destiny Performance State," and the non-setting-dependent BB is activated and the "Advantageous BB State" ends, the player transitions to the "AT State" (because the revival lottery is won). Furthermore, if a setting-dependent BB (Type 1 BB-B) is won in the "Revival Feasibility Performance State," and the setting-dependent BB is activated and the "Advantageous BB State" ends, if the setting-dependent BB was a winning number related to a single BB role (winning number 20), the player will enter a "Low Probability State" after the BB ends (because the revival lottery will not be won as a result of the setting-dependent BB role). If the setting-dependent BB was a winning number that overlapped with a rare role (winning numbers 21-23), the player will enter an "AT State" after the BB ends (because the revival lottery will be won as a result of the rare role).
[0119] Furthermore, if you are in the "advantageous period" and in the "high probability state," you will win a BB (Type 1 BB-B) which has a setting difference, and when the BB with a setting difference is activated and the "advantageous BB state" ends, you will transition to the "high probability state."
[0120] Furthermore, the AT-related state that is transitioned to after the end of the "advantageous BB state" is as follows: after a BB is won during AT ("AT state", "special pre-announcement state", "bonus special state") (both BBs with setting differences and BBs without setting differences), the state transitions to the AT-related state at the time of the BB win, which is either the "AT state", "special pre-announcement state", or "bonus special state". After a BB without setting differences is won during non-AT ("high probability state"), the state transitions to the "AT state". Also, after a BB with setting differences is won during non-AT ("high probability state"), the state transitions to the "high probability state".
[0121] Furthermore, the states related to AT are not limited to those of the first embodiment. For example, an AT lottery may be performed when a predetermined winning number is won in a "low probability state" or a "high probability state," and if the AT lottery is won, the system may transition to a "pre-announcement state," and after 16 to 32 games, it may transition to an "AT state." In such a configuration, an AT lottery may be performed when the predetermined condition device is won, and if the AT lottery is not won, the system may transition to a "false pre-announcement state," and after 16 to 32 games, it may transition to a "low probability state" or a "high probability state." In addition, a "waiting period" different from both the "advantageous period" and the "normal period" may be provided as a game section. For example, in a game where an AT lottery is performed when a "cherry" is won, if a "BB+cherry" (BB + cherry) is won and the AT lottery is won, the state during the BB until the "BB" of "BB+cherry" is awarded may be configured as the "waiting period." In this way, by providing a "standby section," in the case where a BB is won in the "low probability state" and the AT lottery is not won, and in the case where a BB is won in the "low probability state" and the AT lottery is won, the advantageous section indicator YH is turned off during the period until the BB symbol combination is complete (until the advantageous section indicator lights up), so it is possible to provoke the player into wondering whether or not they have won the AT lottery. Also, when a BB is won in the "addition specialized state," it may be configured so that the "addition specialized state" resumes after the BB ends, and in such a configuration, during the BB, a different AT addition lottery is executed as a BB won in the "addition specialized state" from a BB won in the "AT during state" (for example, it may be configured so that it is easier to win the AT addition lottery than a BB won in the "AT during state," and the number of games per AT game addition is relatively greater). Furthermore, if a Big Bonus (BB) is won in the "Specialized Pre-announcement State," the system may be configured to transition to the "Specialized Bonus State" after the BB ends. In such a configuration, the AT (Attack Time) bonus lottery may be performed during the BB in the same way as a BB won in the "Specialized Bonus State."
[0122] Next, Figure 31 is a flowchart of the game section transition control process related to the subroutine of step 3500 in Figure 18 in the first embodiment. First, in the first embodiment, there is a game section as a section related to the state of the game, and there are two game sections: a "normal section" which is relatively less profitable for the player, and a "favorable section" which is relatively more profitable for the player. To explain the flowchart, first, in step 3508, the CPUC100 of the main control board M determines whether the game section related to the game is a "normal section". If the answer in step 3508 is Yes, then in step 3510, the CPUC100 of the main control board M determines the game section for the next game and subsequent games to be a game section corresponding to the current state of the AT and the current game situation, and proceeds to step 3528. On the other hand, if the answer in step 3508 is No, in other words, if the game section is in an "advantageous section", then in step 3514, the CPUC100 of the main control board M determines whether the counter value of the advantageous section remaining games counter YKc-1 is 0, in other words, whether the "advantageous section" has reached the maximum number of games that can continue. If the answer in step 3514 is Yes, then in step 3515, the CPUC100 of the main control board M clears all information related to AT (therefore, the AT counter value becomes 0, and things like the number of games spent in the "special premonition state" also become 0). On the other hand, if the answer in step 3514 is No, then in step 3518, the CPUC100 of the main control board M determines whether any arbitrary advantageous section termination conditions have been met. Here, any arbitrary advantageous section termination conditions are any termination conditions for the "advantageous section" other than when the counter value of the advantageous section remaining games counter YKc-1 becomes 0, such as when the AT counter value becomes 0 or when the push-order navigation has been executed a predetermined number of times. If the answer in step 3518 is No, that is, if any condition for ending the advantageous period is met, the process proceeds to step 3515. In this way, in the first embodiment, when the "advantageous period" ends and the game is set to the "normal period" from the next game onward, all information related to the AT (information related to the number of AT continuation games, the number of AT remaining games, etc.) is cleared, so that the conditions for becoming an "advantageous period" again in the subsequent "normal period" are not relaxed.Furthermore, the AT-related information cleared by the processing in step 3515 (processing at the end of the advantageous period) includes the counter value of the advantageous period remaining game counter YKc-1, and flags indicating the game state. In addition, this information is also cleared by the RAM clear when the settings are changed, but while the RAM clear when the settings are changed also clears information related to the "condition device related to the continuous operation device (BB)", "RT state", and "stored number of coins", the processing in step 3515 (processing at the end of the advantageous period) does not clear information related to the "condition device related to the continuous operation device (BB)", "RT state", and "stored number of coins". Thus, the range of RAM clearing when the settings are changed and the range of clearing when the "advantageous period" ends (for example, when the processing in step 3515 is executed) are different. It is also possible to configure the system to retain the "condition device related to the continuous operation device (BB)" and "RT state" when the RAM clearing when the settings are changed. Furthermore, the addresses of the range cleared when the "advantageous period" ends are consecutive. By consecutively specifying the addresses of the range to be cleared at the end of the "advantageous period," the system can be cleared with a simple process of specifying the starting address to be cleared and the range of addresses to be cleared during the clearing process. Furthermore, when the "advantageous period" ends, a command indicating the end of the "advantageous period" is sent from the main control board M to the sub-control board S. However, even if the sub-control board S receives this command, it is configured not to erase the game history, such as information indicating that it was an "advantageous period" or how many games were played in the "AT state." However, if a RAM clear is performed when the settings are changed, the game history, such as information indicating that it was an "advantageous period" and how many games were played in the "AT state," will also be erased on the sub-control board S.
[0123] Furthermore, if the "advantageous period" ends because the counter value of the remaining games in the advantageous period counter YKc-1 reaches 0, then (1) if the current AT state was "high probability state", the AT state will become "low probability state" in the next game, (2) if the current AT state was "advantageous BB internal game", the AT state will become "normal BB internal game" in the next game, (3) if the current AT state was "advantageous BB state", the AT state will become "normal BB state" in the next game, (4) if the current AT state is If the state is "AT in progress," "specialized pre-announcement state," "bonus-focused state," or "state for revival / failure animation," the AT-related state will be set to "low probability state" in the next game (because the AT-related information is cleared).
[0124] Next, in step 3516, the CPU C100 of the main control board M sets the play area for the next game onward to the "normal area." Next, in step 3517, the CPU C100 of the main control board M turns off the advantageous area indicator YH because the "advantageous area" has ended, and proceeds to step 3528. Note that the advantageous area indicator YH is configured to be turned off when the "advantageous area" ends and is set to the "normal area." However, the specific timing of the light-off is not limited to the timing of the first embodiment. For example, the advantageous area indicator YH may be turned off when a game medal is inserted for a game that ends the "advantageous area" and transitions to the "normal area." In other words, it is sufficient that the advantageous area indicator YH is turned off before the start lever D50, which allows the next game to start, is operated. On the other hand, if the answer is Yes in step 3518, in step 3520, the CPU C100 of the main control board M determines the play area for the next game onward to be the "advantageous area" and proceeds to step 3528.
[0125] Next, in step 3528, the CPUC100 of the main control board M determines whether it has been decided to set the next game to a new "advantageous section" (i.e., whether it has been decided to set from a "normal section" to an "advantageous section"). If the answer in step 3528 is Yes, then in step 3530, the CPUC100 of the main control board M sets a predetermined value to the advantageous section remaining games counter YKc-1. The predetermined value set to the advantageous section remaining games counter YKc-1 is a fixed number common to all settings (1500 in this example). Next, in step 3534, the CPUC100 of the main control board M lights up the advantageous section indicator YH and proceeds to the next process (process in step 1293). If the answer in step 3528 is No, the process proceeds to the next process (process in step 1293). In the first embodiment, the lighting process for the advantageous section indicator YH was performed at the timing of step 3534. However, the timing of lighting the advantageous section indicator YH is not limited to this, and the timing of lighting the advantageous section indicator YH may be set appropriately during the period from the timing of operation of the start lever in the game before it becomes a new "advantageous section" (a game in the "normal section") to the timing when game tokens can be inserted in the game that becomes a new "advantageous section" (or, if the game before it becomes a new "advantageous section" is a game related to replay, until the timing when operation of the start lever in the game that becomes a new "advantageous section" becomes effective).
[0126] Next, Figure 32 is a flowchart of the timer interrupt processing related to the subroutine in step 1600 in the first embodiment. The processing of this subroutine is started when a timer interrupt is initiated in the processing of step 1040 or step 1104, and thereafter it is configured to be executed periodically with a predetermined time (in this example, it is set to T, but for example, a time of about 2ms is set).
[0127] First, in step 1602, the CPUC100 of the main control board M performs interrupt start processing (for example, saving data held in registers within the CPUC100, checking input ports for power failure detection signals, etc.). Next, in step 1604, the CPUC100 of the main control board M determines whether or not a power failure has been detected at present (in this interrupt processing). If the answer in step 1604 is No, then in step 1900, the CPUC100 of the main control board M performs the power failure processing described later. On the other hand, if the answer in step 1604 is Yes, then in step 1606, the CPUC100 of the main control board M starts timer measurement (updating various timers managed by software). Next, in step 1608, the CPUC100 of the main control board M generates input port data and stores the data (updating the storage area for each input port data in the RAM area). Here, input port data refers to information related to the detection of the settlement button D60, start lever D50, stop button D40, door switch D80, setting key switch M20, setting / reset button M30, power outage detection signal, input acceptance sensor D10s, first input sensor D20s, second input sensor D30s, first dispensing sensor H10s, second dispensing sensor H20s, etc. (i.e., whether or not these operating components are operated and the sensor detection status are sampled at the interrupt interval T).
[0128] Next, in step 1610, the CPUC100 of the main control board M refers to the input port data in the RAM area and switches the door switch flag and the setting key switch flag on or off according to the sampling result of each input port data (for example, if the switch state of the door switch D80 is continuously on over multiple samplings, the door switch flag can be turned on to detect that the front door DU is in the open state without being affected by noise). Next, in step 6100, the CPUC100 of the main control board M executes the reel drive control processing for all reels (left reel M51, middle reel M52, right reel M53) (this is the processing related to the drive control of reel M50, and the details will be described later). Next, in step 1612, the CPUC100 of the main control board M refers to the AT counter M60 and determines whether the counter value is greater than 0. If the answer in step 1612 is Yes, then in step 1613, the CPUC100 of the main control board M displays the remaining AT games (AT game count) on the AT counter value display device D280, and proceeds to step 1614. If the answer in step 1612 is No, the system also proceeds to step 1614. If the system does not have an AT counter value display device D280 controlled by the main control board M, the processing in steps 1612 and 1613 is unnecessary. Next, in step 1614, the CPUC100 of the main control board M outputs output data to the output port. Here, the output data is data for driving the reel M50, blocker D100, etc. Next, in step 1616, the CPUC100 of the main control board M determines whether all error flags are off (although not shown, all error-related flags such as the reverse flow error flag for inserted coins, the number of inserted coins error flag, the coin retention error flag for inserted coins, the insertion abnormality error flag, the payout abnormality error flag, the payout coin retention error flag, the door switch flag, etc. are off). If the answer in step 1616 is Yes, then in step 1618, the CPUC100 of the main control board M sets an error not detected command (a command to the sub-side indicating that no errors have been detected) (for example, by setting it in the register area) and proceeds to step 1622.On the other hand, if the answer in step 1616 is No, then in step 1620, the CPUC100 of the main control board M sets an error detection command (a command to the sub-system indicating that an error has been detected) (for example, by setting it in the register area) and proceeds to step 1622. In step 1620, information related to the error (the currently occurring error) corresponding to the turned-on error flag is sent to the sub-system. Furthermore, the no-error command may only be set when the error has been resolved from a state where an error had occurred (only when it is determined that the flag has been turned off), and the process of setting this information does not need to be performed when no error has been detected (step 1618 may be omitted). In addition, the error detection command may only be set when an error occurs from a state where no error had occurred, or the set process may be performed when the type of error changes from a state where a first error (for example, a coin insertion error) has occurred to a second error (for example, a coin payout error).
[0129] Next, in step 1622, the CPUC100 of the main control board M transmits a control command (a command for the sub-control board) (for example, if it is set in the register area in step 1618 or step 1620, it will transmit the set control command). Here, the commands to be transmitted to the sub-control board S are: a command related to the start lever operation timing (transmitted immediately after the start lever is operated), a command related to the first reel stop acceptance timing (transmitted immediately after the stop button is operated as the first stop), a command related to the second reel stop acceptance timing (transmitted immediately after the stop button is operated as the second stop), a command related to the third reel stop acceptance timing (transmitted immediately after the stop button is operated as the third stop), a command transmitted immediately after all reels have stopped), a command related to the stop timing of the stop display symbol (transmitted immediately after the stop button is operated as the display symbol stop), and a command related to winning / re-play information (start lever Commands such as those transmitted immediately after operation (only during the advantageous period) include commands related to bonus winning information (sent immediately after the start lever is operated), commands related to the RT state (sent between the time all reels stop and the start of the next game), commands related to the AT state (sent between the time all reels stop and the start of the next game), high-security failure counter value commands (sent immediately after the start lever is operated), commands related to the remaining AT games (sent between the time all reels stop and the start of the next game, or immediately after the start lever is operated), and commands related to the game period (sent between the time all reels stop and the start of the next game). Next, in step 1624, the CPUC100 of the main control board M outputs an external terminal signal (a signal for transmitting information from the slot machine P to an external hall computer, etc.). Although not shown, the error information output by this external signal includes door open error, insertion abnormality error, payout abnormality error, insertion acceptance sensor stagnation error, etc. Furthermore, the door open error is configured to occur when the front door DU is opened and the door switch flag is turned on, and the coin insertion sensor retention error is configured to occur when the coin insertion sensor detects a retention of game tokens.Next, in step 1626, the CPUC100 of the main control board M outputs output data for an LED (7-segment LED lamp, etc.) (for example, lighting up a predetermined 7-segment LED unit from among multiple 7-segment LED units, and lighting up a predetermined segment of the 7-segment display) (so-called dynamic lighting). Next, in step 1628, the CPUC100 of the main control board M executes the lighting mode of the LED (for example, changing the lighting color of the LED). Note that step 1628 is optional. Next, in step 1630, the CPUC100 of the main control board M executes software random number management processing (such as updating the random number values managed by software). Next, in step 1632, the CPUC100 of the main control board M acquires internal information register data (the internal information register contains an area where an error flag bit is set if there is an error in the random number generation circuit). Next, in step 1634, the CPUC100 of the main control board M determines whether the frequency of the random number update clock is normal (whether or not the error flag bit indicating the frequency abnormality is set). Specifically, the error flag bit is set if the frequency of the random number update clock falls below a predetermined value. If the answer in step 1634 is Yes, then in step 1636, the CPUC100 of the main control board M determines whether or not the update state of the built-in random number is normal (whether or not the error flag bit indicating the update state abnormality is set). If the answer in step 1636 is Yes, then in step 1638, the CPUC100 of the main control board M executes interrupt termination processing and proceeds to the next process (processing in step 1602). On the other hand, if the answer in step 1634 or step 1636 is No, then in step 1640, the CPUC100 of the main control board M determines a built-in random number error. The display is set (for example, an error number is set in the register area). Next, in step 1300, the CPUC100 of the main control board M performs the unrecoverable error processing described above.
[0130] Next, FIG. 33 is a flowchart of the reel drive control process related to the subroutine of step 6100 in FIG. 32 in the first embodiment. Note that, although this process illustrates the process for one reel, it should be noted that processes corresponding to the left reel M51, center reel M52, and right reel M53 are executed. First, in step 6102, the CPUMC of the main control board M determines whether the timing for starting the reel spin start standby state (for example, the timing after execution of the process of step 1564 in FIG. 25) has been reached. If the answer is Yes in step 6102, in step 6104, the CPUMC of the main control board M updates the reel drive state to the reel spin start standby state and proceeds to step 6106. On the other hand, if the answer is No in step 6102, the CPUMC also proceeds to step 6106.
[0131] Next, in step 6106, the CPUMC of the main control board M determines whether the reel acceleration state start timing has been reached (the timing when the reel rotation start waiting state ends and the reel acceleration process is started, for example, the execution timing of the process in step 1260 in Figure 18). If the answer in step 6106 is Yes, then in step 6108, the CPUMC of the main control board M updates the reel drive state to the reel acceleration state. Next, in step 6110, the CPUMC of the main control board M executes the reel acceleration process and proceeds to step 6112. If the reel is stopped, this process will start the rotation of the reel. On the other hand, if the answer in step 6106 is No, the process also proceeds to step 6112.
[0132] Next, in step 6112, the CPUMC of the main control board M determines whether the current reel drive state is the reel acceleration state. If the answer in step 6112 is Yes, then in step 6114, the CPUMC of the main control board M determines whether the end timing of the reel acceleration state has been reached (for example, the timing when all interrupt processing for the "number of interrupt executions" in the reel acceleration state shown in Figure 35, described later, has been executed). If the answer in step 6114 is Yes, then in step 6116, the CPUMC of the main control board M updates the reel drive state to the reel constant speed state. Next, in step 6118, the CPUMC of the main control board M executes the reel constant speed maintenance process and proceeds to step 6120. Note that if the answer in step 6112 or step 6114 is No, the system also proceeds to step 6120.
[0133] Next, in step 6120, the CPUMC of the main control board M determines whether the current reel drive state is a constant reel speed state. If the answer in step 6120 is Yes, then in step 6122, the CPUMC of the main control board M determines whether the reel sensor has detected an index provided on the reel (the reel corresponding to the processing of this subroutine) since the reel entered the constant reel speed state (after the processing in step 6116). Here, although not shown, each reel is provided with one (or more than one) index. The index is provided in a convex shape on, for example, the circumferential surface of the reel and is used to detect whether the reel has passed a predetermined position or has completed one rotation. Each index is detected by the reel sensor. The signal from the reel sensor is electrically connected to the main control board M. When the reel sensor detects (disconnects) an index, its input signal is input to the main control board M, and it is configured to detect that the reel has passed a predetermined position. If the answer in step 6122 is Yes, it is determined that the reel rotation speed has reached a constant speed, and the process proceeds to step 6130. On the other hand, if the answer in step 6122 is No, in step 6124, the CPUMC of the main control board M determines whether a predetermined time (for example, a time value equivalent to executing interrupt processing 400 times) has elapsed since the reel drive state reached a constant speed state. If the answer in step 6124 is No, it is determined that the reel rotation speed has reached a constant speed, and the process proceeds to step 6130. Thus, in this example, it is configured so that it is possible to determine whether the reel rotation speed is normally at a constant speed by having the reel sensor detect the index within a predetermined time after the reel drive state reaches a constant speed state. In this example, the predetermined time is the time required to execute 400 interrupt processes (configured so that 400 interrupt processes can complete 400 steps of rotation), and is longer than the time it takes for the reel to complete one rotation (one revolution) when the reel rotation speed is constant (for example, one reel rotation is 336 steps, and this is the time required to execute 336 interrupt processes).With this configuration, regardless of the distance between the index and the reel sensor at the moment the reel drive state becomes constant speed (the distance from when the reel rotates until the index is detected by the reel sensor), if the reel rotation speed is constant speed, the reel sensor can detect the index within the predetermined time (the time value for executing the interrupt process 400 times) after the reel drive state becomes constant speed.
[0134] Returning to the explanation of the flowchart, if the answer is Yes in step 6124, then in step 6126 the CPUMC of the main control board M updates the reel drive state to the reel acceleration state. Next, in step 6128, the CPUMC of the main control board M executes a reel re-acceleration process, and proceeds to processing in step 6130. Thus, in this example, if the reel sensor does not detect an index within a predetermined time (for example, the time value required to execute the interrupt process 400 times) after the reel drive state has changed to the reel constant speed state, the reel drive state is updated again to the reel acceleration state, and the reel re-acceleration process (the excitation mode of the stepping motor is the same as in the reel acceleration process) is executed. Note that even if the answer is No in step 6120, the process proceeds to processing in step 6130. Furthermore, the reel re-acceleration process does not have to be the same as the reel acceleration process described above. The combination of phases excited by the stepping motor and the number of interrupt processes executed for each combination of phases may be different between the reel re-acceleration process and the reel acceleration process.
[0135] Next, Figure 34 is a flowchart of the reel rotation stop process related to the subroutine of step 6200 in Figure 32 in the first embodiment. First, in step 6106, the CPUMC of the main control board M determines whether or not the reel deceleration standby state start timing has been reached (the timing at which the reel constant speed state ends, for example, when the stop button is operated, it is determined that the reel deceleration standby state start timing has been reached). If the answer in step 6130 is Yes, then in step 6132, the CPUMC of the main control board M updates the reel drive state to the reel deceleration standby state and proceeds to step 6134. On the other hand, if the answer in step 6130 is No, the process also proceeds to step 6134.
[0136] Next, in step 6134, the CPUMC of the main control board M determines whether the current reel drive state is the reel deceleration standby state. If the answer in step 6136 is Yes, the CPUMC of the main control board M determines whether the timing for ending the reel deceleration standby state (the timing for starting the reel deceleration process) has been reached. If the answer in step 6136 is Yes, in step 6138, the CPUMC of the main control board M starts decelerating the reels (reel deceleration process). Next, in step 6140, the CPUMC of the main control board M updates the reel drive state to the reel deceleration state and proceeds to the process in step 6142. Note that if the answer in step 6134 or step 6136 is No, the process also proceeds to the process in step 6142.
[0137] Next, in step 6142, the CPUMC of the main control board M determines whether the current reel drive state is the reel deceleration state. If the answer in step 6142 is Yes, then in step 6144, the CPUMC of the main control board M determines whether the reel deceleration state termination timing (the timing to finish executing the reel deceleration process) has been reached. If the answer in step 6144 is Yes, then in step 6146, the CPUMC of the main control board M updates the reel drive state to the reel stop state and proceeds to the next process (the process in step 1612). Note that if the answer in step 6142 or step 6144 is No, the process also proceeds to the next process (the process in step 1612).
[0138] Next, using Figure 35, the rotational operation of the reel M50 of the slot machine according to this example will be described in detail. In the slot machine according to this example, the stepping motor starts rotating based on the operation of the start lever D50, and once the rotational speed of the reel reaches a constant speed, it maintains that constant speed (when the reel drive state reaches the constant speed state, the reel constant speed maintenance process is executed, but there are cases where the rotational speed has not actually reached a constant speed). Then, when any stop button is operated, stop control is performed for the reel (stepping motor) corresponding to the operated stop button. Here, the stepping motor is a 4-phase stepping motor having four phases Φ0, Φ1, Φ2, and Φ3 (it does not have to be a 4-phase stepping motor), and rotation control is performed by switching the phase to be excited and exciting the stepping motor in 1-2 phases. That is, by cyclically changing the drive pulse data (combination of phases to be excited), the stepping motor can be rotated in the positive direction. In the diagram, the column labeled "Phase to be excited" indicates which of the Φ0 to Φ3 phases is to be excited (details will be explained later).
[0139] Furthermore, as shown in the "Reel Rotation Speed Image" at the top of the same figure, the drive state from when the stepping motor starts rotating until it stops is divided into six stages, and the stepping motor is driven and controlled according to the drive pattern corresponding to each drive state. The drive states here are "Reel Stop State," "Reel Rotation Start Waiting State," "Reel Acceleration State," "Reel Constant Speed State," "Reel Deceleration Waiting State," and "Reel Deceleration State." In the "Reel Rotation Speed Image," the vertical axis represents the reel rotation speed, with the speed increasing upwards, and the horizontal axis represents time, with time progressing to the right. Also, the example shown in the same figure illustrates a case where no reel rotation malfunction occurs, and this does not apply if a reel rotation malfunction occurs due to factors such as holding the reel by hand or step loss (the case where a reel rotation malfunction occurs will be described later).
[0140] "Reel stopped state" indicates that the reel is stopped. When the reel is in the "reel stopped state," it is stationary and all four phases of the stepping motor are not energized.
[0141] Next, in the "reel stopped state," the reel drive state is updated to the "reel rotation start standby state" based on the operation of the start lever D50 at the timing shown in (1) in the diagram. Here, the "reel rotation start standby state" indicates the state in which the reels are waiting from the time the start lever D50 is operated until the stepping motor acceleration process (reel acceleration process) begins. This waiting period is the time it takes for the reel drive state to transition from the "reel stopped state" to the "reel acceleration state." For example, if the time is measured from the point in the previous game when the reel drive state became the "reel acceleration state," and the start lever D50 for the current game is operated before the minimum game time (approximately 4.1 seconds) has elapsed, the reels will enter the "reel rotation start standby state."
[0142] Next, at the timing shown in (2) in the diagram, the reel drive state is updated from "reel rotation start waiting state" to "reel acceleration state". Here, the "reel acceleration state" is the state in which the reel is accelerating from a stationary state to reach a constant speed. In this example, the timer interrupt process is performed 220 times ("100+60+30+15+8+4 The configuration is such that when the timer interrupt is executed 220 times (see the number of interrupt executions in the reel acceleration state in the lower left of the same figure), the acceleration state ends (the reel drive state is updated to the "reel constant speed state"). Next, at the timing of (3) in the figure, in other words, at the timing when the "reel acceleration state" will end after one more timer interrupt is executed, the reel rotation speed reaches the constant speed. Note that at this timing, the reel drive state remains in the "reel acceleration state". Next, at the timing of (4) in the figure, after the reel drive state is updated from the "reel rotation start waiting state" to the "reel acceleration state", the timer interrupt has been executed 220 times, and the reel drive state is updated to the "reel constant speed state". Thus, in this example, after the reel rotation speed reaches a constant speed, the reel drive state remains in the "reel acceleration state" for one timer interrupt processing cycle. In other words, the last combination of phases to be excited in the "reel acceleration state," "φ3, φ0," is configured to execute the interrupt processing only once, resulting in an excitation pattern similar to the "reel constant speed state," where the interrupt processing is executed once for each combination of phases to be excited (assuming no abnormality occurs in reel rotation). By configuring it in this way, the acceleration process until the reel rotation speed reaches a constant speed can be executed stably.
[0143] Here, the lower part of the figure shows the "stepper motor excitation image". In this figure, the stepper motor excitation image when the reel drive state is the "reel acceleration state" and the stepper motor excitation image when the reel drive state is the "reel constant speed state" are illustrated as examples. First, the stepper motor excitation image when the reel drive state is the "reel acceleration state" will be described in detail with reference to the lower left part of the figure. Note that "phase to be excited" is the combination of phases to be excited, and "number of interrupt executions" indicates the number of times the interrupt processing that will be performed when exciting with that combination of phases is executed. In this example, when the reel acceleration process is executed, the stepper motor is configured to be excited for 220 timer interrupt processes. The interrupt processes are executed in the following order to excite the stepper motor: (KA) 100 interrupt processes at "φ0" → (KB) 60 interrupt processes at "φ0, φ1" → (KC) 30 interrupt processes at "φ1" → (KD) 15 interrupt processes at "φ1, φ2" → (KE) 8 interrupt processes at "φ2" → (KF) 4 interrupt processes at "φ2, φ3" → (KG) 2 interrupt processes at "φ3" → (KH) 1 interrupt process at "φ3, φ0" (the number of interrupt processes executed is just an example and can be changed). Thus, in this example, when the reel acceleration process is executed, the number of interrupt processes executed for each combination of phases to be excited is gradually reduced.
[0144] Next, the stepper motor excitation image when the reel drive state is "constant reel speed state" will be described in detail with reference to the lower right of the same figure. In this example, when the reel is in a constant reel speed state (when the reel constant speed maintenance process is executed), the stepper motor is excited by repeatedly executing interrupt processes from (TA) to (TG) once, like this: (TA) "φ0" interrupt processing once → (TB) "φ0, φ1" interrupt processing once → (TC) "φ1" interrupt processing once → (TD) "φ1, φ2" interrupt processing once → (TE) "φ2" interrupt processing once → (TF) "φ2, φ3" interrupt processing once → (TG) "φ3" interrupt processing once → (TH) "φ3, φ0" interrupt processing once → (TA) "φ0" interrupt processing once → (TB) "φ0, φ1" interrupt processing once → ... Thus, in this example, when the reel constant speed maintenance process is executed, the number of interrupt processes executed for each combination of phases to be excited is set to one.
[0145] Next, with the reel drive state in the "constant reel speed state," at the timing indicated by (5) in the diagram, a stop button correspondin...
Claims
[Claim 1] a first control board; a reel unit including a reel frame, a reel tape attached to the reel frame, and a back lamp housing; a predetermined molded article at least a portion of which is plated; The reel frame is a first guard portion to which the reel tape is attached; and a second guard portion to which the reel tape is attached, a distance A between the top of the back lamp housing and a predetermined position of the reel tape is the shortest distance between the top of the back lamp housing and the reel tape, and the distance A is longer than the thickness of a gaming medal; The diameter of the head of a predetermined screw used in the reel unit is longer than the distance A, the predetermined position of the reel tape can be pressed toward the opposite side of the back lamp housing with a force within a range in which at least one of the reel tape and the reel frame can be elastically deformed, so that the distance between the top of the back lamp housing and the predetermined position of the reel tape can be longer than the diameter of the screw head of the predetermined screw; the predetermined molded object has a first recess into which a specific screw is attached, The specific screw has a screw head and a threaded portion, The first recess has a plated portion and a non-plated portion, the length of the specific screw in the longitudinal direction is longer than the distance between the entrance of the first recess and the position of the non-plated portion closest to the entrance of the first recess, The mounting surface of the first control board has a mounting surface conductive area that conducts electricity when the gaming machine is powered on, and a mounting surface non-conductive area that does not conduct electricity even when the gaming machine is powered on, The non-mounting surface of the first control board has a non-mounting surface conductive area that conducts electricity when the gaming machine is powered on, and a non-mounting surface non-conductive area that does not conduct electricity even when the gaming machine is powered on, the non-conductive area of the mounting surface has a predetermined pattern line that is not connected to the electronic components on the mounting surface of the first control board, The non-conductive area of the non-mounting surface has specific pattern lines that are not connected to the electronic components on the mounting surface of the first control board. A gaming machine characterized by:
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